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This diagram presents the Slayer and gear level progression through a playthrough of 30 days from level 1. In app purchases varies and they are more likely to be purchased if the user is stuck on a level. Maximum chapter reachable is 9. --- Auto-Generated Description --- This diagram models the progression and economy of a game where players accumulate experience (XP), coins, and other resources through gameplay elements such as attempting runs, completing chapters, and spending time in the game. The game's dynamics are captured through various sources indicating the initiation points for different activities such as time passing, attempt runs, and chapter completions. Essential resources like energy, XP, coins, gear levels, slayer levels, and chapter levels are stored in pools, which are updated based on the game's interactions and events portrayed by converters, drains, and gates that simulate game actions such as quest completions, resource conversions, and decision points like buying crystals or battling. The system also includes mechanisms for spending and acquiring premium currency (USD Spent), suggesting a monetization model, and special items like keys and chests that likely contribute to the game's retention and progression mechanics. The incorporation of gates and conditions indicates branching paths or variability in outcomes, such as the chance-based gates representing probabilities of passing a chapter or completing quests. Additionally, registers are used to compute and influence the game state dynamically, adjusting variables such as difficulty levels based on the interplay of slayer and gear levels against chapters, thereby providing a complex system of progress and challenge adjustments tailored to player actions and achievements. This suggests an engaging and evolving game environment, where the accumulation of resources and strategic decisions play a pivotal role in a player's advancement and the overall gameplay experience.