Card Game Core Loop

In this exercise, I identified several weaknesses in the original economy and meta-design proposal, particularly around the generation of the main resource. The system allowed players to exploit progression—for example, intentionally losing matches to lower their difficulty bracket and then farming easier wins—and it also underutilized both IAP opportunities and the game’s hard currency (Echoes).

The game is a hybrid of Marvel Snap and Clash Royale: players must play matches to progress, unlock new cards, and strengthen their decks. As in Clash Royale, continued progression depends on upgrading cards, which requires a steady supply of coins.

Given this structure, my primary objective became limiting and better regulating the generation of the game’s main resource (coins), which drives the core progression.

To address this, I first compared the game’s core loop with those of competing titles, analyzing how they gate key progression resources. From there, I reworked the resource-generation model and introduced Daily Missions, presenting the revised flow in a tighter and more coherent core-loop diagram.

The final proposal gates coin acquisition through Daily Missions while linking these missions to the seasonal Battle Pass. This approach better directs player progression, strengthens monetization, and increases both the utility and sinks for the hard currency.

Final Core Loop

Coin acquisition is gated through Daily Missions and integrated with the seasonal Battle Pass, guiding player progression while strengthening monetization and increasing utility for the hard currency.

Cosmetics are excluded for a simplified vision.

Previous
Previous

Indie Platformer Design

Next
Next

RTS Balancing