In my mobile game, players...
About this model
In my mobile game, players pull from a gacha with a 2% rare drop rate. Simulate player progression across 60 sessions and test whether this creates sustainable long-term progression or early frustration.Create a playable Machinations diagram for a single-player Slime collection and progression game's core economy.
Important requirements: - Build a clear, modular, readable diagram. - Use English names for all nodes. - Do not invent missing values. - When a value is not provided, create a clearly named variable or parameter instead of guessing. - One simulation step represents one real-world day. - Start with one representative normal player. - Separate resource generation, storage, conversion, and spending into labeled groups. - The model must be suitable for running long-term simulations for 7, 30, 90, and 180 days.
Create the following resource pools: 1. Gold 2. Gelatin 3. EXP 4. Fusion Materials 5. Evolution Materials 6. Mystery Eggs 7. Slime Count
Initial values: - Gold: [INITIAL_GOLD] - Gelatin: [INITIAL_GELATIN] - EXP: [INITIAL_EXP] - Fusion Materials: [INITIAL_FUSION_MATERIALS] - Evolution Materials: [INITIAL_EVOLUTION_MATERIALS] - Mystery Eggs: [INITIAL_MYSTERY_EGGS] - Slime Count: [INITIAL_SLIME_COUNT]
Create the following resource sources:
1. Village Gelatin Production - Every owned Slime produces Gelatin automatically. - Each individual Slime has its own configurable Gelatin amount per production cycle and production interval. - Production must support percentage bonuses from randomly generated Slime bonus affixes. - Use these parameters: - BASE_GELATIN_PER_CYCLE - PRODUCTION_INTERVAL - GELATIN_AFFIX_BONUS_PERCENT - ACTIVE_PRODUCTION_TIME_PER_DAY - Do not assume all Slimes have identical production values.
2. Village Interaction EXP - Players can gain EXP by interacting with Slimes in village mode. - Use DAILY_INTERACTION_COUNT and EXP_PER_INTERACTION. - Battle mode must not generate village interaction EXP or automatic Gelatin.
3. Battle Rewards - Battles can generate Gold, EXP, Fusion Materials, and Evolution Materials. - Use: - BATTLES_PER_DAY - BATTLE_WIN_RATE - GOLD_PER_WIN - EXP_PER_WIN - FUSION_MATERIAL_DROP_RATE - FUSION_MATERIAL_AMOUNT - EVOLUTION_MATERIAL_DROP_RATE - EVOLUTION_MATERIAL_AMOUNT
4. Daily and Weekly Rewards - Add configurable daily and weekly reward sources. - Use separate parameters for each reward type. - Weekly rewards should activate once every 7 simulation steps.
5. Mystery Egg Rewards - Mystery Eggs can come from configurable weekly challenge rewards and special events. - Do not generate eggs automatically unless the corresponding reward condition is met.
Create the following spending and conversion systems:
1. Slime Level Up - Consumes EXP and Gold. - Level-up cost must increase by level. - Create configurable variables for the EXP curve and Gold cost curve. - Do not use a fixed linear curve unless explicitly configured.
2. Slime Evolution - Each Slime begins at scale stage 0. - First evolution changes scale from 0.7 to 1.0. - Second evolution changes scale from 1.0 to 1.3. - Evolution consumes Evolution Materials and Gold. - Requirements and costs must be configurable for each evolution stage.
3. Special Fusion - Fusion consumes exactly one Slime and between one and five material types. - Each material type can use a quantity from 1 to 999. - Fusion creates one Special Slime. - Use configurable fusion recipes. - Do not model invalid recipes as successful conversions.
4. Mystery Egg Hatching - Consumes one Mystery Egg. - Produces one Slime. - Slime quality is selected from configurable weighted probability pools. - Quality tiers are: - Common - Rare - Epic - Legendary - Mythical - Do not invent quality probabilities. Create variables for all probability weights.
5. Optional Economy Sinks - Shop purchases - Equipment crafting - Material conversion - Event exchanges - Keep these systems disabled by default and expose them as configurable modules.
Model Slime quality effects: - Common receives 0 random bonus affixes. - Rare receives 1 affix with a configurable value range of 1% to 5%. - Epic receives 2 affixes with a configurable value range of 3% to 8%. - Legendary receives 3 affixes with a configurable value range of 5% to 10%. - Mythical receives 4 affixes with a configurable value range of 8% to 15%. - Affixes may affect Gelatin production or battle attributes. - Only Gelatin-production affixes should affect this economy model. - Do not treat quality as the only determinant of Gelatin output.
Player behavior: Create three configurable player profiles:
1. Casual Player - Low battles per day - Limited village interactions - Prioritizes collection and hatching
2. Regular Player - Completes daily activities - Balances progression, fusion, and collection
3. Hardcore Player - High battles per day - Optimizes Gelatin production and progression - Prioritizes high-efficiency Slimes
Allow the diagram to switch between these three player profiles.
Add output metrics: - Gold balance by day - Gelatin balance by day - EXP balance by day - Fusion Materials balance by day - Evolution Materials balance by day - Mystery Egg balance by day - Total Slime Count - Average Slime level - Number of evolved Slimes - Number of Special Slimes - Days required for the first evolution - Days required for the second evolution - Days required for the first Special Fusion - Days required to hatch the first Mythical Slime - Daily Gelatin income - Daily Gelatin spending - Net daily resource change
Add warning indicators for: - Any resource growing indefinitely without an effective sink - A[INITIAL_SLIME_COUNT following resourcere than [MAX_STAGNATION_DAYS] days - Gold or Gelatin becoming negative - Production bonuses causing exponential growth - Fusion producing more value than its total input cost - Mystery Egg generation exceeding intended reward limits - One player strategy being substantially more efficient than all others
Diagram organization: - Left side: Sources - Center-left: Resource Pools - Center: Progression and Conversion Systems - Center-right: Sinks and Rewards - Right side: Metrics and Warning Indicators - Use containers or labels to separate Village, Battle, Hatching, Fusion, Evolution, and Reporting systems.
After generating the diagram: 1. Explain every node and connection. 2. List every configurable parameter. 3. Identify all parameters that still require real design values. 4. Run or prepare simulation scenarios for 7, 30, 90, and 180 days. 5. Do not claim that the economy is balanced until parameter values and simulation results have been reviewed.
"In my mobile game, players..." is a public Machinations diagram shared in the Community by Sengho Kim, with 69 components.
It was created in August 2026 and last edited in August 2026.
Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.