Candy Crush - LiveOps

Nicolás Munafó
Preview of Candy Crush - LiveOpsPreview of Candy Crush - LiveOps

About this model

In this diagram it is possible to simulate the journey of different users from different segments in Candy Crush. The main systems considered are:

- Levels: players win or lose levels according to the level predefined difficulty.

- Lives: if players lose a level, they lose a life until they run out of lives. If they run out of lives, they have to wait until they have another one or they purchase a life. Lives are recovered after 30 minutes.

- Boosters: players can use boosters to reduce the difficulty of a level (in this case, increase the winning chance). Boosters can be earned through events or purchased

- Revenue and gold bars: players can purchase bundles with boosters and gold bars

- Segments behavior: players may decide to buy lives or boosters and use them if necessary

- Events: players may earn gold bars and boosters by playing in certain events

- Retention: players may churn depending on their win/lose rate and how much idle time they've had, depending on their segment

1 step = 1 match = 1 timeScale.

Currently, the time scale defines the amount of minutes a match takes. Players never stop playing unless they have no lives or they do not decide to purchase

“Candy Crush - LiveOps” is a diagram in the Machinations Community by Nicolás Munafó.

You can open the original diagram in the Machinations app, press Play to watch how resources move through it, and change its values to see how the system responds. Machinations is a visual tool for designing, simulating and balancing game economies and other systems, where resources flow through sources, pools, drains, converters and gates. In a diagram, a source creates resources, a pool stores them, a drain removes them, a converter changes one resource into another and a gate decides where they go next.