Idle Miner Tycoon

Globally released

State of work

24

Team size

300.000

Daily Active Users

    

Contribution

As an Idle Miner Tycoon game designer, I’ve created the PvE live ops competition mode along with tasks and balancing. The event contributed to 4% of overall Live Ops revenue, while significantly increasing the engagement of ~160k users bi-weekly.


I’ve also optimized legacy events by creating new tasks, balancing their difficulty and introducing consumables – resulting in 35% event revenue increase.

Objective

Design new balancing for a legacy event to reverse the downward engagement and monetization trend 

Solution

I’ve started my work by analyzing the historical data from past events and analyzing the player pain points in social media communities. After identifying the problems I’ve adjusted several parameters including 

Battlepass
I’ve identified that the best players needed an additional challenge which led me to developing 2 new levels and a reworking the battlepass system to align with the current trend of multi layered battlepasses and provide the rewards for newly added content.

Diffculty rates
Event difficulty was uneven and caused many players to drop off early as they were getting discouraged by sudden spike of challenge.

Energy System
I’ve moved some of the initial energy points as an instant gift (available at the start of an event) to shop to entice the players to visit the shop. At the same time I’ve created the new category in shop containing packs of energy points (previously it was available only in the popup when player run out of it)

Timing of the event
The event was held in uncomfortable time (starting mid of the week) and duartion was too short to allow some of the players to compete. I’ve created the new general event layout (that took into consideration all of the event synergies and limitations) and increased the length of the rebalanced event.

Event offers
I’ve introduced the segmented offers to the event that aligned better with the player demands and spending capabilities.

 

Result

Event revenue increased by 35% while also driving the enegagement and keeping the good player sentiment.

Next one?

   

Led the creation of this personal project combing escape room and outdoor game with heavy usage of interactive Arduino based props

Tactical Escape

Events held: 8