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Shared: Hunter Assassin hyper casual game
Mihai Gheza
Edited 1431 days ago
2
Open
Description
--- Auto-Generated Description--- The diagram models the gameplay and reward mechanics of the "Hunter Assassin" game, focusing on how players progress through levels, handle failures, gain rewards, and how their skill level influences the game's outcomes. Each level begins with the player targeting enemies, with the number of enemies increasing as the player progresses. Success in eliminating all enemies moves the player forward, while failure leads to an option to retry the mission. The game incorporates a system to reward the player with gems for each enemy killed. Additional methods to earn gems include completing specific quests and watching advertisements, enhancing the in-game economy and player engagement. The player's chance of success in missions is directly influenced by a skill level that can be adjusted within the game mechanics. This system creates a dynamic gameplay experience where skill, strategy, and rewards are interlinked, encouraging players to improve and engage with various aspects of the game to progress and earn in-game currency. Through the utilization of pools to represent the game's state, such as levels started, success, failure, and accumulations like gems and level counters, the diagram intricately details the flow and consumption of resources. Gates, converters, and drains further emphasize game mechanisms by modeling success and failure outcomes, resource conversion (e.g., enemy elimination to gems), and the consumption or loss of resources (e.g., mission failure). Registers and state connections play crucial roles in modifying the game state based on complex conditions such as player skill level and achieving mission success, showcasing the adaptability and condition-based mechanics within the game's structure. --- Auto-Generated Description --- This diagram represents an economic and progression model for a game system, likely an action or adventure game, with mechanisms for player advancement, resource accumulation, and success/failure outcomes based on player actions and skill levels. At its core, the system simulates the player's journey through levels of the game, tracking successes and failures, level completions, and the accumulation of gems as a form of in-game currency. Sources generate in-game events like quests completions and watching advertisements, contributing to the players' pool of gems. Players progress through levels, indicated by the "Level counter" pool, and each attempt at a mission has two possible outcomes: success or failure, handled by respective pools and gates orchestrating the distribution of resources based on the player's actions and an element of randomness. Gems are accumulated through various means including successful level completions, killing enemies, completing quests, and watching advertisements. These gems are stored in pools representing the players' total gem count, which can be used within the game's economy for upgrades or other benefits. Registers and converters within the system utilize player skill and other variables to influence outcomes, adding depth to the gameplay mechanics by allowing for player performance and decision-making to directly affect the game's progression and resource distribution. This creates a dynamic system where player skill, strategy, and resource management are key to advancing and thriving within the game's ecosystem.
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