User has the option to re shuffle the die if they don’t like the current number
First re-roll will be free
Second re-roll will be paid
Extra skip/lifeline (1/3)
Board reset (3/5) 💎
User has the option to reset their opponent position so at to get a formation that may be easier to eliminate and score higher
Limited to once per game session
TBD: If board can be reset after user has completed a couple of moves
Extra move
Fast forward on home line
Snipe (eliminate some opponent pawns within the range)
Movement Tunnel
Bonus for all being eliminated
Spawn gems or cash
Level progression
5 pawns of user from 4
Early Observations
Game on game retention flattening after 7 game sessions
5% dropoff before first game session concludes (need to check if sec)
45.5% dropoff after first game session
62.7% dropoff after second game session
Elements for control
| Considering dice follows RNG, move count is fixed and reward to score thresholds are consistent, these are the leavers that can affect reward distribution:
Opponent pawn placement formations
Larger count of high point pawns
High point opponent pawns are close to user pawns
Actionables
Build re-roll mechanic ✅
Improve explanation of Lifelines/Skip ✅
Make game board more visually appealing ✅
Resolve errors and bugs in gameplay 🟡
Identify risky boards, find probability, derisk distribution 🟡
1.? ?Ensuring they win something in first two plays
2.? ?Giving a favourable board for first seven plays
3.? ?Making the game feel quicker & dynamic (wrt to music, effects)
Make metabase dashboard
graph of daily gems in and money out %age
Elements to make game dynamic
Visual
Pawn enters home line
Crossing score threshold
Audio
Crossing score threshold
Mechanic *
Haptic
Questions to work on:
What happens with a successful ludo / end vision with ludo game
Look like
feel like
what should it do
features
hero game or not / single game or not
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