Baseline conditions to be met
Should give instant gratification User shall be able to win both gems and cash Game should already have PMF Has mechanics to implement win variance Game has some factor of entertainment Gameplay is between 2 to 5 minutes Why behind building Ludo Express
Hugely popular on other casual RMG platforms Easy to explain core mechanics, faster adoption Great entertainment factor Most popular game in internal survey Opportunity to build side mechanics to boost engagement and strategic elements Reason for popularity of Ludo
Perception of easy cash win Current concerns on Ludo Express
It feels difficult to win anything Maths is not in our control Missing micro interactions & delight elements Game needs to feel faster pawn movement feels clunky and slow there are no elements of time passing or speed except rolls and moves which are slow themselves Not enough happening to keep me engaged - it gets boring there are no elements of time passing or speed except rolls and moves which are slow themselves there are no additional colors, background music, alerts etc simple example - if im running out of time to play a move, it needs to communicated both visually and auditory Fatigue can build up quickly because its the same thing again and again - less elements to create dynamic gameplay Competitor Win rates
CardBaazi Ludo Tournaments ₹2 Entry → 24.4% (larger) + 19.6 % (win back) = 44% [1250 entries] - 20T - 100x ₹20 Entry → 10% (larger) + 34.67 (win back) = 44.67% [750 entries] - 25T - 100x ₹49 Entry → 4% (larger) =4% [25 entries] - 3T - 20x Zupee Ludo Supreme Tournaments ₹1 Entry → 5.5% (larger) + 47.5% (win back) = 53% [400 entries] - 5T - 50x ₹9 Entry (Mega) → 4.67% (larger) + 57.33% (win back) = 62% [15L entries] - 100T - 5555x ₹5 Entry → 5.71% (larger) + 48% (win back) =53.71% [175 entries] - 5T - 22x ₹25 Entry → 24% (larger) + 28% (win back) =52% [25 entries] - 3T - 5x Cardbaazi Rs.2 entry
Cardbaazi Rs.20 entry
Zupee Rs.9 Entry
Zupee Rs.25 Entry
Jumbo Win Rates
No segregation based on entry value Single round cash payout → Perceived single round Payout (Cash + gems return) → Cash payouts multipliers → 1.5 to 2x Possible mechanics to build in Ludo
Random new opponent spawn 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) 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 Fast forward on home line Snipe (eliminate some opponent pawns within the range) Bonus for all being eliminated 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
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)
graph of daily gems in and money out %age Elements to make game dynamic
Questions to work on:
What happens with a successful ludo / end vision with ludo game hero game or not / single game or not