10/08/20 - Improve engagement and retention as well as Monster value by implementing a Power Targeting system where designers can configure the percent chance to hit an Objective.
07/28/20 - Improve D1-7 metrics using a three-pronged approach: Improved chest rewards, reduced Monster unlock costs, and a logical Monster unlock path where players are rewarded Monsters whose Power is strong against the upcoming Obstacle.
07/10/20 - To improve the overall UX, this doc details the logic and flow of multiple pop up modals on the Home screen in different contexts with the advent of features like Win Streaks, Challenges, Piggy Bank, etc.
04/21/20 - To improve our current Challenge system by simplifying the number of Goals while making them more challenging to accomplish, streamlining the interface to make it more user friendly while giving more positive feedback, and remove the passive Mail reward system to engage players better, among other little improvements.
03/31/20 - A simple builder concept doc targeting D7 retention that details an appointment-based meta feature that ties into the core game where levels played earn resources to buy festival booths that can be occupied by the player's Monsters for special bonuses.
03/27/20 - A simple solution that improves retention and engagement by preventing players from getting discouraged by a special Event or Tournament when they see the prize is an already owned Monster.
01/10/20 - Improves Monetization by making minimal changes to the Prefabs for the Offer Carousel, Store Plate, and Details screen as well as adding new functionality to the Brick Offer screen to make Offers more appealing and in line with competitive products.
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