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Copy of Casual Mobile Game Progression

lukas.koerfer

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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.

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Edited 18 days ago
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This diagram is a forked version, originally created by
Catalin Ichim Systems Designer, docs
Original diagram

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