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1.0.4	
  
Free	
  
Oct	
  9th,	
  2014	
  
4.6	
  in	
  2,721	
  ra5ngs	
  (US)	
  
68.8	
  Mb	
  
App	
  Version:	
  
Price:	
  
First	
  Release:	
  
Ra5ng:	
  
Size:	
  
Contact:	
   tony@ant-­‐workshop.com	
  
@freakyzoid	
  
Best	
  FiendsTM	
  ©	
  2013	
  -­‐	
  2014	
  Seriously	
  Digital	
  Entertainment	
  Ltd.	
  
Best	
  Fiends	
  is	
  the	
  first	
  game	
  released	
  by	
  Seriously,	
  a	
  company	
  staffed	
  by	
  a	
  
mobile	
  gaming	
  dream	
  team.	
  
	
  
It	
  had	
  been	
  out	
  for	
  5	
  days,	
  is	
  very	
  polished,	
  has	
  easy	
  to	
  grasp	
  mechanics,	
  a	
  
solid	
  core	
  loop,	
  and	
  I	
  was	
  enjoying	
  playing	
  it.	
  S5ll,	
  I	
  was	
  confident.	
  
	
  
Why?	
  And	
  more	
  importantly,	
  was	
  I	
  right?	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
(Spoiler	
  alert:	
  Yup)	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
This	
  document	
  is	
  split	
  in	
  to	
  two	
  sec5ons.	
  The	
  first	
  (with	
  green	
  headers)	
  
gives	
  a	
  breakdown	
  of	
  the	
  game	
  and	
  its	
  key	
  systems,	
  for	
  those	
  unfamiliar	
  
with	
  it.	
  The	
  second	
  (blue	
  headers)	
  contains	
  my	
  analysis	
  of	
  its	
  performance,	
  
and	
  sugges5ons	
  for	
  improvements.	
  
Game	
  Overview	
  
	
  
Gameplay	
  
Currencies	
  
Core	
  Loop	
  
Menu	
  Flow	
  
Progression	
  
Mone5za5on	
  
Analysis	
  
	
  
Download	
  Ranking	
  
Grossing	
  Ranking	
  
Mone5za5on	
  
Social	
  
Gameplay	
  
User	
  Interface	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
Best	
  Fiends	
  is	
  a	
  “line	
  drawing”	
  Match	
  3	
  game.	
  
	
  
Players	
  take	
  a	
  team	
  of	
  up	
  to	
  5	
  uniquely	
  coloured	
  Fiends	
  in	
  to	
  each	
  
level,	
  where	
  they	
  are	
  presented	
  with	
  a	
  puzzle	
  grid,	
  a	
  progression	
  of	
  
enemies	
  (encountered	
  one	
  at	
  a	
  5me),	
  and	
  a	
  selec5on	
  of	
  objec5ves	
  
which	
  include	
  matching	
  amounts	
  of	
  5les	
  (either	
  special,	
  or	
  certain	
  
standard	
  colours),	
  and	
  defea5ng	
  a	
  number	
  of	
  enemies.	
  
	
  
Each	
  5me	
  the	
  player	
  matches	
  5les,	
  the	
  associated	
  Fiend	
  launches	
  an	
  
adack	
  on	
  the	
  current	
  enemy.	
  
	
  
Matching	
  also	
  builds	
  up	
  the	
  special	
  5le	
  charge	
  for	
  a	
  Fiend.	
  Once	
  this	
  is	
  
full,	
  a	
  special	
  5le	
  of	
  their	
  own	
  colour	
  spawns	
  in	
  a	
  random	
  column	
  on	
  
the	
  top	
  row	
  of	
  the	
  board.	
  
	
  
Some	
  enemies	
  are	
  able	
  to	
  spawn	
  blocking	
  5les	
  on	
  to	
  the	
  board	
  at	
  
regular	
  move	
  intervals.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
Player’s	
  team	
  of	
  Fiends	
  
Number	
  of	
  moves	
  
remaining	
  
Level	
  comple5on	
  goals	
  
Current	
  enemy	
  
Standard	
  5les	
  
(Matching	
  Fiend	
  colours)	
  
Special	
  5les	
  
(Diamond	
  &	
  Mul5-­‐hit	
  crate)	
  
Blocking	
  5les	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
Diamonds	
  
	
  Gained	
  by	
  
•  Matching	
  Diamond	
  5les.	
  
•  Purchase	
  through	
  In	
  App	
  Purchase	
  (IAP).	
  
•  Connec5ng	
  to	
  Facebook.	
  
	
  Used	
  by	
  
•  Upgrading	
  Fiends	
  (when	
  the	
  player	
  doesn’t	
  
have	
  enough	
  Meteor	
  Mites).	
  
•  Buying	
  Keys.	
  
•  Increasing	
  maximum	
  energy.	
  
•  Bypassing	
  progress	
  gates.	
  
Keys	
  
	
  Gained	
  by	
  
•  Matching	
  special	
  5les.	
  
•  Purchased	
  (packs	
  of	
  3)	
  with	
  Diamonds.	
  
	
  Used	
  by	
  
•  Opening	
  Lucky	
  Dip	
  crates.	
  
Meteor	
  Mites	
  
(In	
  Yellow	
  and	
  Blue	
  varie?es,	
  blue	
  are	
  rarer	
  &	
  more	
  
valuable	
  by	
  a	
  factor	
  of	
  ~100)	
  
	
  Gained	
  by	
  
•  Random	
  drop	
  when	
  matching	
  5les	
  &	
  
defea5ng	
  enemies.	
  
•  Lucky	
  dip	
  prizes.	
  
	
  Used	
  by	
  
•  Upgrading	
  Fiends.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
The	
  core	
  loop	
  sees	
  the	
  player	
  comple5ng	
  Match	
  3	
  
levels,	
  and	
  upgrading	
  their	
  Fiends.	
  
	
  
Beginning	
  a	
  level	
  always	
  costs	
  energy,	
  and	
  currency	
  
earned	
  on	
  failed	
  adempts	
  is	
  kept,	
  allowing	
  players	
  
to	
  grind.	
  Energy	
  regenerates	
  over	
  5me.	
  
	
  
As	
  Fiends	
  are	
  upgraded	
  the	
  damage	
  dealt	
  per	
  
adack	
  increases,	
  as	
  does	
  the	
  potency	
  of	
  their	
  
special	
  5le.	
  
	
  
Objec5ves	
  and	
  enemies	
  encountered	
  get	
  tougher	
  
to	
  beat	
  as	
  the	
  player	
  progresses,	
  forming	
  an	
  
increasing	
  soj	
  barrier	
  that	
  effec5vely	
  forces	
  the	
  
player	
  to	
  regularly	
  upgrade.	
  
Upgrade	
  
Fiends	
  
Play	
  
Match	
  3	
  
level	
  
Lucky	
  
Dip	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
Map	
  
Lucky	
  Dip	
  
Fiend	
  
Menu	
  
Info	
  Upgrade	
  
Fiend	
  
Select	
  
Loading	
   Gameplay	
  
Out	
  Of	
  
Moves	
  
Failed	
  
Passed	
  
Splash	
  
Return	
  to	
  
Map	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
The	
  player	
  progresses	
  through	
  a	
  series	
  of	
  
numbered	
  levels,	
  presented	
  on	
  an	
  adrac5ve	
  
3D	
  scrolling	
  map.	
  The	
  differences	
  between	
  the	
  
four	
  loca5ons	
  currently	
  in	
  the	
  game	
  appear	
  to	
  
be	
  purely	
  cosme5c.	
  
	
  
New	
  gameplay	
  features	
  and	
  blocking	
  5les	
  are	
  
introduced	
  as	
  the	
  player	
  progresses.	
  
	
  
Players	
  are	
  able	
  to	
  replay	
  passed	
  levels	
  to	
  earn	
  
extra	
  currency.	
  
	
  
Progress	
  is	
  occasionally	
  blocked	
  completed	
  by	
  
a	
  gate.	
  Players	
  are	
  able	
  to	
  pass	
  once	
  their	
  
Fiends	
  are	
  sufficiently	
  leveled	
  up,	
  or	
  by	
  paying	
  
a	
  fee.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
The	
  second	
  area	
  of	
  progress	
  is	
  in	
  unlocking	
  and	
  
upgrading	
  Fiends.	
  
	
  
Fiends	
  are	
  unlocked	
  in	
  the	
  Lucky	
  Dip,	
  and	
  appear	
  to	
  
become	
  available	
  ajer	
  a	
  set	
  number	
  of	
  levels	
  are	
  
completed.	
  The	
  first	
  5	
  Fiends	
  unlocked	
  are	
  the	
  same	
  for	
  
all	
  players,	
  ajer	
  this	
  the	
  unlock	
  order	
  becomes	
  random.	
  
	
  
As	
  the	
  player	
  upgrades	
  their	
  Fiends,	
  the	
  amount	
  of	
  
damage	
  they	
  do	
  per	
  matched	
  5le	
  increases.	
  Every	
  5	
  
levels	
  the	
  Fiend	
  “evolves”	
  in	
  to	
  a	
  larger	
  version,	
  and	
  their	
  
special	
  adack	
  increases	
  in	
  strength.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
Lucky	
  Dip	
  System	
  
Players	
  are	
  presented	
  with	
  a	
  3	
  by	
  3	
  grid	
  of	
  mystery	
  crates,	
  which	
  
are	
  unlocked	
  using	
  Keys.	
  They	
  are	
  able	
  to	
  buy	
  more	
  Keys	
  using	
  
Diamonds.	
  
	
  
Rewards	
  include	
  various	
  sized	
  currency	
  packs,	
  and	
  new	
  Fiends.	
  
More	
  Moves	
  
At	
  the	
  end	
  of	
  a	
  failed	
  level,	
  the	
  player	
  is	
  able	
  to	
  purchase	
  an	
  
addi5onal	
  number	
  of	
  moves,	
  as	
  a	
  Tier	
  1	
  IAP.	
  
	
  
This	
  is	
  a	
  standard	
  hot	
  state	
  mechanic,	
  working	
  on	
  the	
  player’s	
  belief	
  
that	
  victory	
  is	
  just	
  around	
  the	
  corner,	
  and	
  that	
  to	
  give	
  up	
  now	
  would	
  
be	
  a	
  wasted	
  opportunity.	
  
	
  
As	
  usual	
  in	
  games	
  that	
  include	
  similar	
  IAP,	
  it	
  is	
  the	
  best	
  selling	
  item.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
Upgrading	
  Fiends	
  
If	
  the	
  player	
  doesn’t	
  have	
  the	
  required	
  number	
  of	
  
Meteor	
  Mites	
  to	
  upgrade	
  one	
  of	
  their	
  Fiends,	
  
they	
  are	
  able	
  to	
  pay	
  using	
  diamonds.	
  
Energy	
  
Every	
  play	
  of	
  a	
  level	
  costs	
  energy	
  (not	
  just	
  failed	
  adempts).	
  
	
  
This	
  slowly	
  regenerates	
  over	
  5me,	
  or	
  can	
  be	
  immediately	
  filled	
  with	
  
a	
  Tier	
  1	
  IAP	
  (the	
  game’s	
  second	
  best	
  seller	
  –	
  also	
  a	
  hot	
  state	
  item).	
  
	
  
Players	
  can	
  also	
  spend	
  Diamonds	
  to	
  permanently	
  boost	
  their	
  
maximum	
  energy.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
The	
  game	
  fared	
  well	
  during	
  its	
  launch	
  week	
  –	
  
when	
  it	
  was	
  featured	
  by	
  Apple.	
  
	
  
Since	
  then	
  it	
  has	
  dropped	
  by	
  	
  roughly	
  100	
  places	
  
on	
  the	
  US-­‐Games	
  chart,	
  and	
  has	
  subsequently	
  
done	
  well	
  at	
  holding	
  around	
  that	
  posi5on.	
  
	
  
Performance	
  is	
  similar	
  between	
  tablet	
  and	
  phone	
  
(though	
  the	
  Overall	
  chart	
  drops	
  off	
  for	
  tablet).	
  
	
  
A	
  recent	
  update	
  has	
  not	
  made	
  a	
  significant	
  boost	
  
to	
  downloads.	
  
The	
  boost	
  during	
  the	
  week	
  preceding	
  the	
  update	
  
suggests	
  some	
  secondary	
  featuring.	
  
From	
  October	
  9	
  –	
  November	
  5.	
  Source:	
  App	
  Annie	
  
iPhone	
  iPad	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
From	
  October	
  9	
  –	
  November	
  5.	
  Source:	
  App	
  Annie	
  
iPhone	
  iPad	
  
Looking	
  mainly	
  at	
  the	
  US-­‐Games	
  curve,	
  grossing	
  
ranking	
  is	
  steady	
  around	
  the	
  200	
  mark	
  with	
  a	
  
highest	
  rank	
  of	
  124.	
  
	
  
For	
  a	
  polished	
  game	
  with	
  these	
  mechanics	
  (match	
  
3	
  and	
  light	
  RPG	
  elements)	
  it	
  would	
  be	
  reasonable	
  
to	
  expect	
  higher	
  placing.	
  
	
  
Again,	
  similar	
  performance	
  between	
  tablet	
  and	
  
phone,	
  with	
  slightly	
  lower	
  posi5oning	
  on	
  tablet.	
  
	
  
(Though	
  again	
  App	
  Annie	
  has	
  holes	
  in	
  its	
  data.)	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
My	
  top	
  100	
  grossing	
  predic5on	
  was	
  based	
  on	
  the	
  observa5on	
  that	
  there	
  
are	
  rela5vely	
  few	
  ways	
  for	
  the	
  player	
  to	
  spend	
  their	
  Diamonds,	
  and	
  only	
  
two	
  hot	
  state	
  purchases	
  (not	
  a	
  coincidence	
  they	
  are	
  the	
  top	
  two	
  most	
  
popular	
  purchases).	
  I	
  would	
  recommend	
  adding	
  more	
  op5ons	
  for	
  the	
  
player	
  to	
  buy	
  and	
  in	
  par5cular	
  focusing	
  on	
  further	
  hot	
  state	
  items.	
  
	
  
“Boost”	
  powerups	
  available	
  to	
  buy	
  during	
  a	
  level	
  are	
  a	
  common	
  and	
  
popular	
  hot	
  state	
  purchase	
  in	
  this	
  genre.	
  These	
  allow	
  players	
  to	
  directly	
  
influence	
  the	
  layout	
  of	
  5les	
  on	
  the	
  board	
  and	
  the	
  current	
  enemy,	
  by	
  
clearing	
  whole	
  rows	
  or	
  immediately	
  adding	
  special	
  5les.	
  (Yes,	
  this	
  is	
  
enabling	
  “pay	
  to	
  win”,	
  but	
  this	
  is	
  largely	
  a	
  solo	
  game.)	
  
	
  
Boosts	
  would	
  also	
  make	
  it	
  less	
  likely	
  players	
  will	
  get	
  stuck	
  on	
  a	
  puzzle	
  
level.	
  Currently,	
  stuck	
  players	
  are	
  able	
  to	
  grind	
  to	
  increase	
  the	
  abili5es	
  
of	
  their	
  Fiends	
  to	
  make	
  “defeat	
  X	
  enemies”	
  goals	
  easier,	
  but	
  there	
  are	
  
no	
  paying	
  op5ons	
  to	
  lower	
  the	
  difficulty	
  of	
  other	
  goal	
  types.	
  
Candy	
  Crush	
  Soda	
  Saga	
  –	
  King	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
Consider	
  adding	
  a	
  way	
  for	
  players	
  to	
  purchase	
  “premium”	
  Fiends	
  
(either	
  directly,	
  or	
  through	
  some	
  form	
  of	
  “high	
  cost”	
  Lucky	
  Dip),	
  that	
  
do	
  more	
  damage	
  and	
  whose	
  specials	
  charge	
  faster.	
  
Give	
  the	
  player	
  a	
  way	
  of	
  mul5plying	
  the	
  number	
  of	
  Meteor	
  Mites	
  
they	
  earn	
  in	
  a	
  level.	
  If	
  this	
  is	
  permanent	
  then	
  unlock	
  through	
  IAP	
  
or	
  a	
  large	
  number	
  of	
  Diamonds	
  (similar	
  value	
  to	
  the	
  energy	
  
increase),	
  or	
  it	
  could	
  be	
  op5onal	
  on	
  a	
  round-­‐by-­‐round	
  basis	
  and	
  
paid	
  for	
  by	
  watching	
  video	
  adverts.	
  
	
  
If	
  the	
  player	
  isn’t	
  using	
  a	
  mul5plier,	
  the	
  amount	
  of	
  Mites	
  they	
  
would	
  have	
  earned	
  if	
  they	
  were	
  should	
  be	
  pointed	
  out	
  to	
  them.	
  
Angry	
  Birds	
  Transformers	
  –	
  Rovio	
  
Alien	
  Creeps	
  TD	
  –	
  Outplay	
  Entertainment	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
Though	
  I	
  haven’t	
  seen	
  any	
  special	
  offers	
  called	
  out	
  in	
  
game,	
  the	
  list	
  of	
  IAP	
  suggests	
  that	
  some	
  variable	
  pricing	
  is	
  
available	
  for	
  the	
  two	
  larger	
  packs	
  (though	
  this	
  is	
  possibly	
  
an	
  A/B	
  test	
  on	
  the	
  price	
  5ers).	
  
There	
  are	
  only	
  4	
  packages	
  of	
  currency	
  to	
  buy,	
  which	
  is	
  
atypical	
  –	
  many	
  other	
  high	
  performing	
  casual	
  puzzle	
  5tles	
  
that	
  use	
  virtual	
  currency	
  have	
  a	
  6	
  or	
  more	
  price	
  points	
  
(Cookie	
  Jam	
  has	
  6,	
  Farm	
  Heroes	
  Saga	
  has	
  7,	
  and	
  Candy	
  
Crush	
  Saga	
  has	
  8	
  for	
  example).	
  This	
  allows	
  them	
  to	
  
include	
  much	
  larger	
  purchases	
  (such	
  as	
  Tier	
  60	
  -­‐	
  $99.99)	
  
without	
  disrup5ng	
  the	
  spacing	
  of	
  their	
  low	
  and	
  mid-­‐range.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
The	
  game	
  is	
  lacking	
  a	
  social	
  aspect	
  –	
  just	
  leaderboards	
  and	
  friend	
  progress	
  (though	
  these	
  are	
  well	
  
integrated).	
  Adding	
  features	
  focusing	
  on	
  co-­‐opera5ve	
  ac5ons	
  would	
  aid	
  user	
  acquisi5on	
  &	
  reten5on.	
  
“Friend’s	
  Fiend”	
  system.	
  Similar	
  to	
  Puzzles	
  &	
  Dragons,	
  players	
  could	
  
choose	
  a	
  friend	
  to	
  take	
  in	
  to	
  a	
  level.	
  The	
  extra	
  Fiend	
  increases	
  the	
  
player’s	
  ability	
  to	
  deal	
  damage,	
  and	
  the	
  friend	
  earns	
  a	
  bonus	
  for	
  
being	
  used.	
  P&D	
  also	
  stops	
  friends	
  from	
  being	
  reused	
  by	
  any	
  player	
  
un5l	
  they	
  have	
  re-­‐engaged	
  with	
  the	
  game.	
  This	
  ensures	
  friends	
  who	
  
want	
  a	
  lot	
  of	
  bonuses	
  must	
  re-­‐engage	
  each	
  5me	
  they	
  are	
  used.	
  
The	
  game	
  could	
  give	
  players	
  a	
  number	
  of	
  power-­‐ups	
  each	
  day	
  that	
  must	
  be	
  gijed	
  
out,	
  one	
  each	
  to	
  their	
  friends.	
  Players	
  earn	
  a	
  bonus	
  for	
  sending	
  all	
  of	
  their	
  gijs.	
  
	
  
Community	
  goals,	
  such	
  as	
  rewarding	
  the	
  community	
  for	
  defea5ng	
  a	
  combined	
  
number	
  of	
  X	
  enemies	
  over	
  the	
  space	
  of	
  a	
  week.	
  Everyone	
  who	
  contributed	
  to	
  
achieving	
  the	
  goal	
  gets	
  a	
  reward.	
  
Angry	
  Birds	
  Transformers	
  –	
  Rovio	
  
Candy	
  Crush	
  Saga	
  –	
  King	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
The	
  game’s	
  difficulty	
  relies	
  heavily	
  on	
  puzzle	
  levels,	
  but	
  rigidly	
  created	
  
boards	
  with	
  a	
  limited	
  number	
  of	
  moves	
  can	
  be	
  frustra5ng	
  to	
  play.	
  
Cramped	
  boards	
  also	
  result	
  in	
  the	
  player	
  having	
  no	
  moves	
  available,	
  
forcing	
  a	
  large	
  number	
  of	
  “reshuffles”.	
  This	
  is	
  an	
  unsa5sfying	
  outcome	
  to	
  
be	
  avoided,	
  if	
  possible.	
  Change	
  the	
  5le	
  spawning	
  to	
  give	
  favourable	
  
outcomes	
  in	
  situa5ons	
  where	
  the	
  player	
  would	
  have	
  no	
  moves	
  available.	
  
Every	
  enemy	
  in	
  the	
  game	
  is	
  a	
  slug.	
  There	
  are	
  varia5ons	
  in	
  appearance,	
  but	
  there	
  is	
  only	
  so	
  much	
  visual	
  
variety	
  you	
  can	
  get	
  out	
  of	
  a	
  black	
  splotch	
  with	
  a	
  face.	
  It	
  would	
  be	
  good	
  to	
  tweak	
  the	
  story	
  to	
  allow	
  a	
  greater	
  
range	
  of	
  enemy	
  types	
  as	
  the	
  player	
  progresses,	
  as	
  discovery	
  of	
  new	
  content	
  helps	
  the	
  game	
  remain	
  fresh.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
Some	
  enemies	
  are	
  able	
  to	
  spawn	
  blocker	
  5les,	
  some5mes	
  doing	
  this	
  ajer	
  
every	
  player	
  turn.	
  Frequently	
  they	
  will	
  also	
  target	
  special	
  5les.	
  This	
  has	
  the	
  
effect	
  of	
  “doubling	
  down”	
  on	
  the	
  frustra5on	
  players	
  feel	
  any	
  5me	
  they	
  are	
  
forced	
  to	
  make	
  “burner”	
  moves	
  (poor	
  matches	
  that	
  do	
  not	
  make	
  significant	
  
progress	
  towards	
  their	
  goals,	
  but	
  are	
  the	
  only	
  move	
  available).	
  
My	
  gut	
  feeling	
  is	
  that	
  the	
  frequency	
  of	
  blockers	
  generated	
  is	
  high	
  
enough	
  to	
  be	
  frustra5ng	
  rather	
  than	
  fun	
  or	
  sa5sfying	
  to	
  play	
  against.	
  
I	
  would	
  suggest	
  A/B	
  tes5ng	
  the	
  rate	
  these	
  spawn,	
  and	
  see	
  how	
  this	
  
affects	
  the	
  life5me	
  value	
  (LTV)	
  of	
  players.	
  
	
  
When	
  the	
  player	
  has	
  only	
  one	
  move	
  available,	
  ensure	
  the	
  blocker	
  
doesn’t	
  spawn	
  in	
  a	
  way	
  that	
  removes	
  the	
  player’s	
  move.	
  This	
  will	
  
also	
  help	
  with	
  the	
  reshuffling	
  situa5on.	
  
A	
  puzzle	
  layout	
  and	
  
high	
  blocker	
  spawn	
  
rate	
  on	
  this	
  level	
  
results	
  in	
  a	
  lot	
  of	
  
unsa5sfying	
  
reshuffles.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
Once	
  the	
  player	
  has	
  passed	
  a	
  level,	
  their	
  only	
  reason	
  to	
  replay	
  it	
  is	
  to	
  farm	
  currency.	
  As	
  
some	
  are	
  easier	
  than	
  others,	
  less	
  easily	
  farmable	
  levels	
  will	
  get	
  fewer	
  repeat	
  plays.	
  I	
  
suggest	
  adding	
  a	
  “mastery	
  system”	
  to	
  encourage	
  repeat	
  on	
  every	
  level,	
  making	
  full	
  use	
  
of	
  all	
  of	
  the	
  game’s	
  content.	
  This	
  is	
  ojen	
  seen	
  as	
  a	
  3	
  star	
  scoring	
  system;	
  As	
  Best	
  Fiends	
  
is	
  not	
  score	
  based,	
  players	
  could	
  earn	
  stars	
  for	
  comple5ng	
  more	
  advanced	
  op5onal	
  
goals	
  in	
  the	
  level	
  (beyond	
  the	
  regular	
  pass	
  condi5ons).	
  
Jelly	
  Splash	
  –	
  Wooga	
  
The	
  “lucky	
  dip”	
  system	
  could	
  be	
  tweaked	
  to	
  mone5ze	
  more	
  heavily	
  by	
  showing	
  the	
  player	
  what	
  prizes	
  are	
  
exist	
  in	
  the	
  crates	
  they	
  didn’t	
  open.	
  This	
  would	
  mo5vate	
  them	
  to	
  con5nue	
  buying	
  keys	
  un5l	
  they	
  collect	
  all	
  
of	
  the	
  high	
  value	
  rewards	
  available.	
  
	
  
One	
  way	
  to	
  do	
  this	
  would	
  be	
  to	
  change	
  the	
  flow	
  so	
  that	
  on	
  entering,	
  the	
  player	
  is	
  shown	
  the	
  rewards	
  in	
  
every	
  crate.	
  Ajer	
  a	
  short	
  pause,	
  lock	
  the	
  crates	
  and	
  shuffle	
  them.	
  Depending	
  on	
  the	
  developer’s	
  feelings	
  on	
  
skill	
  vs.	
  chance,	
  shuffling	
  could	
  be	
  done	
  in	
  a	
  way	
  that	
  allows	
  the	
  player	
  to	
  follow	
  a	
  crate	
  to	
  its	
  end	
  posi5on.	
  	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
The	
  main	
  3D	
  rolling	
  map	
  is	
  novel	
  and	
  immediately	
  hooks	
  player	
  interest	
  and	
  
gives	
  a	
  feeling	
  that	
  this	
  game	
  is	
  not	
  just	
  another	
  match	
  3	
  clone.	
  
	
  
There	
  are	
  a	
  couple	
  of	
  down	
  sides:	
  Firstly	
  it	
  gives	
  me	
  a	
  slight	
  feeling	
  of	
  ver5go;	
  
Secondly	
  it	
  stops	
  players	
  getng	
  a	
  good	
  feeling	
  of	
  how	
  much	
  progress	
  they	
  
have	
  made,	
  and	
  also	
  how	
  many	
  levels	
  are	
  ahead	
  of	
  them.	
  
The	
  game	
  has	
  lovely	
  presenta5on	
  of	
  rewards.	
  For	
  
example,	
  winning	
  big	
  on	
  the	
  Lucky	
  Dip	
  explicitly	
  tells	
  the	
  
player	
  that	
  this	
  was	
  a	
  large	
  prize	
  to	
  highlight	
  the	
  “feel	
  
good”	
  moment.	
  
	
  
The	
  currency	
  IAP	
  screens	
  are	
  great	
  as	
  well,	
  with	
  lots	
  of	
  
game	
  characters	
  and	
  more	
  significantly	
  all	
  op5ons	
  visible	
  
without	
  scrolling.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
On	
  the	
  Fiend	
  menu	
  there	
  are	
  2	
  budons	
  per	
  Fiend.	
  
The	
  larger	
  one	
  is	
  to	
  upgrade	
  the	
  Fiend,	
  the	
  
smaller	
  is	
  for	
  a	
  character	
  informa5on	
  screen.	
  
	
  
Could	
  the	
  informa5on	
  on	
  both	
  of	
  these	
  screens	
  
be	
  combined,	
  to	
  only	
  require	
  one	
  budon?	
  
The	
  “Tap	
  to	
  con5nue”	
  requirement	
  on	
  the	
  level	
  loading	
  screen	
  is	
  odd	
  –	
  
Asking	
  for	
  an	
  input	
  to	
  move	
  in	
  to	
  gameplay	
  feels	
  redundant.	
  (Could	
  be	
  
done	
  to	
  allow	
  players	
  more	
  5me	
  to	
  read	
  loading	
  5ps,	
  or	
  has	
  it	
  been	
  caused	
  
by	
  technical	
  issues?)	
  
	
  
They	
  are	
  also	
  being	
  held	
  on	
  what	
  is	
  probably	
  the	
  game’s	
  most	
  visually	
  drab	
  
screen.	
  It	
  could	
  be	
  improved	
  by	
  including	
  some	
  key	
  art	
  and	
  /	
  or	
  repea5ng	
  
the	
  levels	
  goals.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
One	
  great	
  feature	
  is	
  the	
  ability	
  for	
  players	
  
to	
  earn	
  an	
  amount	
  of	
  Diamonds	
  by	
  viewing	
  
informa5on	
  about	
  Malaria.	
  This	
  is	
  5ed	
  in	
  to	
  
the	
  friendly	
  mosquito	
  character.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
I	
  hope	
  you	
  enjoyed	
  reading	
  this	
  document,	
  and	
  found	
  some	
  of	
  
the	
  ideas	
  I’ve	
  discussed	
  useful	
  for	
  your	
  own	
  5tles.	
  
Find	
  my	
  design	
  &	
  mone5za5on	
  audit	
  on	
  
Rovio’s	
  racing	
  game	
  Angry	
  Birds	
  Go!	
  By	
  
clicking	
  my	
  name	
  under	
  the	
  presenta5on.	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  
Would	
  you	
  like	
  your	
  game	
  to	
  benefit	
  from	
  an	
  audit	
  
by	
  an	
  experienced	
  designer?	
  
	
  
Whether	
  it's	
  already	
  on	
  the	
  marketplace,	
  in	
  or	
  approaching	
  soj	
  
launch,	
  or	
  even	
  just	
  an	
  ini5al	
  concept,	
  every	
  5tle	
  can	
  be	
  improved	
  
with	
  a	
  fresh	
  pair	
  of	
  eyes.	
  
	
  
I	
  can	
  work	
  to	
  whatever	
  level	
  your	
  game	
  is	
  ready	
  for,	
  from	
  high	
  level	
  
product	
  scoping,	
  to	
  deep	
  diving	
  the	
  numbers	
  on	
  a	
  specific	
  feature.	
  
	
  
Contact:	
  tony@ant-­‐workshop.com	
  
tony@ant-­‐workshop.com	
  
@freakyzoid	
  

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Best Fiends Design and Monetization Audit

  • 1. 1.0.4   Free   Oct  9th,  2014   4.6  in  2,721  ra5ngs  (US)   68.8  Mb   App  Version:   Price:   First  Release:   Ra5ng:   Size:   Contact:   tony@ant-­‐workshop.com   @freakyzoid   Best  FiendsTM  ©  2013  -­‐  2014  Seriously  Digital  Entertainment  Ltd.  
  • 2. Best  Fiends  is  the  first  game  released  by  Seriously,  a  company  staffed  by  a   mobile  gaming  dream  team.     It  had  been  out  for  5  days,  is  very  polished,  has  easy  to  grasp  mechanics,  a   solid  core  loop,  and  I  was  enjoying  playing  it.  S5ll,  I  was  confident.     Why?  And  more  importantly,  was  I  right?   tony@ant-­‐workshop.com   @freakyzoid  
  • 3. (Spoiler  alert:  Yup)   tony@ant-­‐workshop.com   @freakyzoid  
  • 4. This  document  is  split  in  to  two  sec5ons.  The  first  (with  green  headers)   gives  a  breakdown  of  the  game  and  its  key  systems,  for  those  unfamiliar   with  it.  The  second  (blue  headers)  contains  my  analysis  of  its  performance,   and  sugges5ons  for  improvements.   Game  Overview     Gameplay   Currencies   Core  Loop   Menu  Flow   Progression   Mone5za5on   Analysis     Download  Ranking   Grossing  Ranking   Mone5za5on   Social   Gameplay   User  Interface   tony@ant-­‐workshop.com   @freakyzoid  
  • 5. Best  Fiends  is  a  “line  drawing”  Match  3  game.     Players  take  a  team  of  up  to  5  uniquely  coloured  Fiends  in  to  each   level,  where  they  are  presented  with  a  puzzle  grid,  a  progression  of   enemies  (encountered  one  at  a  5me),  and  a  selec5on  of  objec5ves   which  include  matching  amounts  of  5les  (either  special,  or  certain   standard  colours),  and  defea5ng  a  number  of  enemies.     Each  5me  the  player  matches  5les,  the  associated  Fiend  launches  an   adack  on  the  current  enemy.     Matching  also  builds  up  the  special  5le  charge  for  a  Fiend.  Once  this  is   full,  a  special  5le  of  their  own  colour  spawns  in  a  random  column  on   the  top  row  of  the  board.     Some  enemies  are  able  to  spawn  blocking  5les  on  to  the  board  at   regular  move  intervals.   tony@ant-­‐workshop.com   @freakyzoid  
  • 6. Player’s  team  of  Fiends   Number  of  moves   remaining   Level  comple5on  goals   Current  enemy   Standard  5les   (Matching  Fiend  colours)   Special  5les   (Diamond  &  Mul5-­‐hit  crate)   Blocking  5les   tony@ant-­‐workshop.com   @freakyzoid  
  • 7. Diamonds    Gained  by   •  Matching  Diamond  5les.   •  Purchase  through  In  App  Purchase  (IAP).   •  Connec5ng  to  Facebook.    Used  by   •  Upgrading  Fiends  (when  the  player  doesn’t   have  enough  Meteor  Mites).   •  Buying  Keys.   •  Increasing  maximum  energy.   •  Bypassing  progress  gates.   Keys    Gained  by   •  Matching  special  5les.   •  Purchased  (packs  of  3)  with  Diamonds.    Used  by   •  Opening  Lucky  Dip  crates.   Meteor  Mites   (In  Yellow  and  Blue  varie?es,  blue  are  rarer  &  more   valuable  by  a  factor  of  ~100)    Gained  by   •  Random  drop  when  matching  5les  &   defea5ng  enemies.   •  Lucky  dip  prizes.    Used  by   •  Upgrading  Fiends.   tony@ant-­‐workshop.com   @freakyzoid  
  • 8. The  core  loop  sees  the  player  comple5ng  Match  3   levels,  and  upgrading  their  Fiends.     Beginning  a  level  always  costs  energy,  and  currency   earned  on  failed  adempts  is  kept,  allowing  players   to  grind.  Energy  regenerates  over  5me.     As  Fiends  are  upgraded  the  damage  dealt  per   adack  increases,  as  does  the  potency  of  their   special  5le.     Objec5ves  and  enemies  encountered  get  tougher   to  beat  as  the  player  progresses,  forming  an   increasing  soj  barrier  that  effec5vely  forces  the   player  to  regularly  upgrade.   Upgrade   Fiends   Play   Match  3   level   Lucky   Dip   tony@ant-­‐workshop.com   @freakyzoid  
  • 9. Map   Lucky  Dip   Fiend   Menu   Info  Upgrade   Fiend   Select   Loading   Gameplay   Out  Of   Moves   Failed   Passed   Splash   Return  to   Map   tony@ant-­‐workshop.com   @freakyzoid  
  • 10. The  player  progresses  through  a  series  of   numbered  levels,  presented  on  an  adrac5ve   3D  scrolling  map.  The  differences  between  the   four  loca5ons  currently  in  the  game  appear  to   be  purely  cosme5c.     New  gameplay  features  and  blocking  5les  are   introduced  as  the  player  progresses.     Players  are  able  to  replay  passed  levels  to  earn   extra  currency.     Progress  is  occasionally  blocked  completed  by   a  gate.  Players  are  able  to  pass  once  their   Fiends  are  sufficiently  leveled  up,  or  by  paying   a  fee.   tony@ant-­‐workshop.com   @freakyzoid  
  • 11. The  second  area  of  progress  is  in  unlocking  and   upgrading  Fiends.     Fiends  are  unlocked  in  the  Lucky  Dip,  and  appear  to   become  available  ajer  a  set  number  of  levels  are   completed.  The  first  5  Fiends  unlocked  are  the  same  for   all  players,  ajer  this  the  unlock  order  becomes  random.     As  the  player  upgrades  their  Fiends,  the  amount  of   damage  they  do  per  matched  5le  increases.  Every  5   levels  the  Fiend  “evolves”  in  to  a  larger  version,  and  their   special  adack  increases  in  strength.   tony@ant-­‐workshop.com   @freakyzoid  
  • 12. Lucky  Dip  System   Players  are  presented  with  a  3  by  3  grid  of  mystery  crates,  which   are  unlocked  using  Keys.  They  are  able  to  buy  more  Keys  using   Diamonds.     Rewards  include  various  sized  currency  packs,  and  new  Fiends.   More  Moves   At  the  end  of  a  failed  level,  the  player  is  able  to  purchase  an   addi5onal  number  of  moves,  as  a  Tier  1  IAP.     This  is  a  standard  hot  state  mechanic,  working  on  the  player’s  belief   that  victory  is  just  around  the  corner,  and  that  to  give  up  now  would   be  a  wasted  opportunity.     As  usual  in  games  that  include  similar  IAP,  it  is  the  best  selling  item.   tony@ant-­‐workshop.com   @freakyzoid  
  • 13. Upgrading  Fiends   If  the  player  doesn’t  have  the  required  number  of   Meteor  Mites  to  upgrade  one  of  their  Fiends,   they  are  able  to  pay  using  diamonds.   Energy   Every  play  of  a  level  costs  energy  (not  just  failed  adempts).     This  slowly  regenerates  over  5me,  or  can  be  immediately  filled  with   a  Tier  1  IAP  (the  game’s  second  best  seller  –  also  a  hot  state  item).     Players  can  also  spend  Diamonds  to  permanently  boost  their   maximum  energy.   tony@ant-­‐workshop.com   @freakyzoid  
  • 14. The  game  fared  well  during  its  launch  week  –   when  it  was  featured  by  Apple.     Since  then  it  has  dropped  by    roughly  100  places   on  the  US-­‐Games  chart,  and  has  subsequently   done  well  at  holding  around  that  posi5on.     Performance  is  similar  between  tablet  and  phone   (though  the  Overall  chart  drops  off  for  tablet).     A  recent  update  has  not  made  a  significant  boost   to  downloads.   The  boost  during  the  week  preceding  the  update   suggests  some  secondary  featuring.   From  October  9  –  November  5.  Source:  App  Annie   iPhone  iPad   tony@ant-­‐workshop.com   @freakyzoid  
  • 15. From  October  9  –  November  5.  Source:  App  Annie   iPhone  iPad   Looking  mainly  at  the  US-­‐Games  curve,  grossing   ranking  is  steady  around  the  200  mark  with  a   highest  rank  of  124.     For  a  polished  game  with  these  mechanics  (match   3  and  light  RPG  elements)  it  would  be  reasonable   to  expect  higher  placing.     Again,  similar  performance  between  tablet  and   phone,  with  slightly  lower  posi5oning  on  tablet.     (Though  again  App  Annie  has  holes  in  its  data.)   tony@ant-­‐workshop.com   @freakyzoid  
  • 16. My  top  100  grossing  predic5on  was  based  on  the  observa5on  that  there   are  rela5vely  few  ways  for  the  player  to  spend  their  Diamonds,  and  only   two  hot  state  purchases  (not  a  coincidence  they  are  the  top  two  most   popular  purchases).  I  would  recommend  adding  more  op5ons  for  the   player  to  buy  and  in  par5cular  focusing  on  further  hot  state  items.     “Boost”  powerups  available  to  buy  during  a  level  are  a  common  and   popular  hot  state  purchase  in  this  genre.  These  allow  players  to  directly   influence  the  layout  of  5les  on  the  board  and  the  current  enemy,  by   clearing  whole  rows  or  immediately  adding  special  5les.  (Yes,  this  is   enabling  “pay  to  win”,  but  this  is  largely  a  solo  game.)     Boosts  would  also  make  it  less  likely  players  will  get  stuck  on  a  puzzle   level.  Currently,  stuck  players  are  able  to  grind  to  increase  the  abili5es   of  their  Fiends  to  make  “defeat  X  enemies”  goals  easier,  but  there  are   no  paying  op5ons  to  lower  the  difficulty  of  other  goal  types.   Candy  Crush  Soda  Saga  –  King   tony@ant-­‐workshop.com   @freakyzoid  
  • 17. Consider  adding  a  way  for  players  to  purchase  “premium”  Fiends   (either  directly,  or  through  some  form  of  “high  cost”  Lucky  Dip),  that   do  more  damage  and  whose  specials  charge  faster.   Give  the  player  a  way  of  mul5plying  the  number  of  Meteor  Mites   they  earn  in  a  level.  If  this  is  permanent  then  unlock  through  IAP   or  a  large  number  of  Diamonds  (similar  value  to  the  energy   increase),  or  it  could  be  op5onal  on  a  round-­‐by-­‐round  basis  and   paid  for  by  watching  video  adverts.     If  the  player  isn’t  using  a  mul5plier,  the  amount  of  Mites  they   would  have  earned  if  they  were  should  be  pointed  out  to  them.   Angry  Birds  Transformers  –  Rovio   Alien  Creeps  TD  –  Outplay  Entertainment   tony@ant-­‐workshop.com   @freakyzoid  
  • 18. Though  I  haven’t  seen  any  special  offers  called  out  in   game,  the  list  of  IAP  suggests  that  some  variable  pricing  is   available  for  the  two  larger  packs  (though  this  is  possibly   an  A/B  test  on  the  price  5ers).   There  are  only  4  packages  of  currency  to  buy,  which  is   atypical  –  many  other  high  performing  casual  puzzle  5tles   that  use  virtual  currency  have  a  6  or  more  price  points   (Cookie  Jam  has  6,  Farm  Heroes  Saga  has  7,  and  Candy   Crush  Saga  has  8  for  example).  This  allows  them  to   include  much  larger  purchases  (such  as  Tier  60  -­‐  $99.99)   without  disrup5ng  the  spacing  of  their  low  and  mid-­‐range.   tony@ant-­‐workshop.com   @freakyzoid  
  • 19. The  game  is  lacking  a  social  aspect  –  just  leaderboards  and  friend  progress  (though  these  are  well   integrated).  Adding  features  focusing  on  co-­‐opera5ve  ac5ons  would  aid  user  acquisi5on  &  reten5on.   “Friend’s  Fiend”  system.  Similar  to  Puzzles  &  Dragons,  players  could   choose  a  friend  to  take  in  to  a  level.  The  extra  Fiend  increases  the   player’s  ability  to  deal  damage,  and  the  friend  earns  a  bonus  for   being  used.  P&D  also  stops  friends  from  being  reused  by  any  player   un5l  they  have  re-­‐engaged  with  the  game.  This  ensures  friends  who   want  a  lot  of  bonuses  must  re-­‐engage  each  5me  they  are  used.   The  game  could  give  players  a  number  of  power-­‐ups  each  day  that  must  be  gijed   out,  one  each  to  their  friends.  Players  earn  a  bonus  for  sending  all  of  their  gijs.     Community  goals,  such  as  rewarding  the  community  for  defea5ng  a  combined   number  of  X  enemies  over  the  space  of  a  week.  Everyone  who  contributed  to   achieving  the  goal  gets  a  reward.   Angry  Birds  Transformers  –  Rovio   Candy  Crush  Saga  –  King   tony@ant-­‐workshop.com   @freakyzoid  
  • 20. The  game’s  difficulty  relies  heavily  on  puzzle  levels,  but  rigidly  created   boards  with  a  limited  number  of  moves  can  be  frustra5ng  to  play.   Cramped  boards  also  result  in  the  player  having  no  moves  available,   forcing  a  large  number  of  “reshuffles”.  This  is  an  unsa5sfying  outcome  to   be  avoided,  if  possible.  Change  the  5le  spawning  to  give  favourable   outcomes  in  situa5ons  where  the  player  would  have  no  moves  available.   Every  enemy  in  the  game  is  a  slug.  There  are  varia5ons  in  appearance,  but  there  is  only  so  much  visual   variety  you  can  get  out  of  a  black  splotch  with  a  face.  It  would  be  good  to  tweak  the  story  to  allow  a  greater   range  of  enemy  types  as  the  player  progresses,  as  discovery  of  new  content  helps  the  game  remain  fresh.   tony@ant-­‐workshop.com   @freakyzoid  
  • 21. Some  enemies  are  able  to  spawn  blocker  5les,  some5mes  doing  this  ajer   every  player  turn.  Frequently  they  will  also  target  special  5les.  This  has  the   effect  of  “doubling  down”  on  the  frustra5on  players  feel  any  5me  they  are   forced  to  make  “burner”  moves  (poor  matches  that  do  not  make  significant   progress  towards  their  goals,  but  are  the  only  move  available).   My  gut  feeling  is  that  the  frequency  of  blockers  generated  is  high   enough  to  be  frustra5ng  rather  than  fun  or  sa5sfying  to  play  against.   I  would  suggest  A/B  tes5ng  the  rate  these  spawn,  and  see  how  this   affects  the  life5me  value  (LTV)  of  players.     When  the  player  has  only  one  move  available,  ensure  the  blocker   doesn’t  spawn  in  a  way  that  removes  the  player’s  move.  This  will   also  help  with  the  reshuffling  situa5on.   A  puzzle  layout  and   high  blocker  spawn   rate  on  this  level   results  in  a  lot  of   unsa5sfying   reshuffles.   tony@ant-­‐workshop.com   @freakyzoid  
  • 22. Once  the  player  has  passed  a  level,  their  only  reason  to  replay  it  is  to  farm  currency.  As   some  are  easier  than  others,  less  easily  farmable  levels  will  get  fewer  repeat  plays.  I   suggest  adding  a  “mastery  system”  to  encourage  repeat  on  every  level,  making  full  use   of  all  of  the  game’s  content.  This  is  ojen  seen  as  a  3  star  scoring  system;  As  Best  Fiends   is  not  score  based,  players  could  earn  stars  for  comple5ng  more  advanced  op5onal   goals  in  the  level  (beyond  the  regular  pass  condi5ons).   Jelly  Splash  –  Wooga   The  “lucky  dip”  system  could  be  tweaked  to  mone5ze  more  heavily  by  showing  the  player  what  prizes  are   exist  in  the  crates  they  didn’t  open.  This  would  mo5vate  them  to  con5nue  buying  keys  un5l  they  collect  all   of  the  high  value  rewards  available.     One  way  to  do  this  would  be  to  change  the  flow  so  that  on  entering,  the  player  is  shown  the  rewards  in   every  crate.  Ajer  a  short  pause,  lock  the  crates  and  shuffle  them.  Depending  on  the  developer’s  feelings  on   skill  vs.  chance,  shuffling  could  be  done  in  a  way  that  allows  the  player  to  follow  a  crate  to  its  end  posi5on.     tony@ant-­‐workshop.com   @freakyzoid  
  • 23. The  main  3D  rolling  map  is  novel  and  immediately  hooks  player  interest  and   gives  a  feeling  that  this  game  is  not  just  another  match  3  clone.     There  are  a  couple  of  down  sides:  Firstly  it  gives  me  a  slight  feeling  of  ver5go;   Secondly  it  stops  players  getng  a  good  feeling  of  how  much  progress  they   have  made,  and  also  how  many  levels  are  ahead  of  them.   The  game  has  lovely  presenta5on  of  rewards.  For   example,  winning  big  on  the  Lucky  Dip  explicitly  tells  the   player  that  this  was  a  large  prize  to  highlight  the  “feel   good”  moment.     The  currency  IAP  screens  are  great  as  well,  with  lots  of   game  characters  and  more  significantly  all  op5ons  visible   without  scrolling.   tony@ant-­‐workshop.com   @freakyzoid  
  • 24. On  the  Fiend  menu  there  are  2  budons  per  Fiend.   The  larger  one  is  to  upgrade  the  Fiend,  the   smaller  is  for  a  character  informa5on  screen.     Could  the  informa5on  on  both  of  these  screens   be  combined,  to  only  require  one  budon?   The  “Tap  to  con5nue”  requirement  on  the  level  loading  screen  is  odd  –   Asking  for  an  input  to  move  in  to  gameplay  feels  redundant.  (Could  be   done  to  allow  players  more  5me  to  read  loading  5ps,  or  has  it  been  caused   by  technical  issues?)     They  are  also  being  held  on  what  is  probably  the  game’s  most  visually  drab   screen.  It  could  be  improved  by  including  some  key  art  and  /  or  repea5ng   the  levels  goals.   tony@ant-­‐workshop.com   @freakyzoid  
  • 25. One  great  feature  is  the  ability  for  players   to  earn  an  amount  of  Diamonds  by  viewing   informa5on  about  Malaria.  This  is  5ed  in  to   the  friendly  mosquito  character.   tony@ant-­‐workshop.com   @freakyzoid  
  • 26. I  hope  you  enjoyed  reading  this  document,  and  found  some  of   the  ideas  I’ve  discussed  useful  for  your  own  5tles.   Find  my  design  &  mone5za5on  audit  on   Rovio’s  racing  game  Angry  Birds  Go!  By   clicking  my  name  under  the  presenta5on.   tony@ant-­‐workshop.com   @freakyzoid  
  • 27. Would  you  like  your  game  to  benefit  from  an  audit   by  an  experienced  designer?     Whether  it's  already  on  the  marketplace,  in  or  approaching  soj   launch,  or  even  just  an  ini5al  concept,  every  5tle  can  be  improved   with  a  fresh  pair  of  eyes.     I  can  work  to  whatever  level  your  game  is  ready  for,  from  high  level   product  scoping,  to  deep  diving  the  numbers  on  a  specific  feature.     Contact:  tony@ant-­‐workshop.com   tony@ant-­‐workshop.com   @freakyzoid