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Casual Mobile Game Progression

Catalin Ichim

About

This model represents the basic metagame systems of a casual mobile game; including a currency, lives and boosters.

The goal of the model is to (1) track the accumulation and spending of the key resources listed above; and (2) to determine the likely ratio of playtime to idling time.

The model uses a spreadsheet and persona data to model different possible player types.

Tags

game designlevel progressionfree to playlevel-upcandy crushlevelspinF2PPre-MadescurrencyFree2PlayCustom VariablesEconomyresourceResource managementlevellingProgressiondifficultyTemplates
Edited more than 1 year ago
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