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Game Title: Sudoku Quest by HashCube Game Review and Design Enhancements doc - Krishnendu De (Sr. Game Designer) V1.0.0 25 th October, 2014 Focus of this design document is to give you my ideas about enhancing the UX of the game, its engagement & replay ability and monetization avenues. My prime focus is to create an immersive game play experience for the mobile end users so that the user engagement increases thus increasing the retention and LTV of the game. Considerations: #1 Change in the existing game play as suggested are conceptual, I intend to send prototypes (graphical) in the next version, depending on your feedback #2 wherever possible I have mentioned sources of inspirations for ideas #3 Ideas/Concepts may seem un-traditional, but I believe given the limited scope of the nature of Sudoku, this is the best which I could propose for the game #4 I have tried to bring in features for enhancing the game. Hence, now the overall game design is NOT balanced. Features as suggested needs to be tweaked and accommodated. #5 I played and completed the 1 st quest (53 rd level)

How to make a good game great? - Part 2 Sudoku Quest

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Page 1: How to make a good game great? - Part 2 Sudoku Quest

Game Title: Sudoku Quest by HashCube

Game Review and Design Enhancements doc

- Krishnendu De (Sr. Game Designer)

V1.0.0

25th October, 2014

Focus of this design document is to give you my ideas about enhancing the UX of the game, its engagement & replay ability and monetization avenues. My prime focus is to create an immersive game play experience for the mobile end users so that the user engagement increases thus increasing the retention and LTV of the game.

Considerations:

#1 Change in the existing game play as suggested are conceptual, I intend to send prototypes (graphical) in the next version, depending on your feedback

#2 wherever possible I have mentioned sources of inspirations for ideas

#3 Ideas/Concepts may seem un-traditional, but I believe given the limited scope of the nature of Sudoku, this is the best which I could propose for the game

#4 I have tried to bring in features for enhancing the game. Hence, now the overall game design is NOT balanced. Features as suggested needs to be tweaked and accommodated.

#5 I played and completed the 1st quest (53rd level)

Page 2: How to make a good game great? - Part 2 Sudoku Quest

I. Game Theme-PLAY SUDOKU TO KILL MONSTERS

I suggest that the game should have a plot. By plot I mean, there should be a motive for the player which should always encourage him to solve Sudoku puzzles in every level.

Plot#1Tenaliram, the game protagonist is on a quest ‘SUDOKU QUEST’ to save his friends who have been captured. Hence, the game objective now would be to save his friends by solving Sudoku. This would definitely be more engaging for the players and they would now be solving every level not only for the sake of solving a Sudoku puzzle but also to save an in-game character.

Plot#2 Crime scene investigations are a popular game theme, the game could also have a plot in which the game protagonist (a Sherlock homes inspired character) solves Sudoku puzzles to unravel crime scenes.

My point is whatever be the plot (1or2), the game needs to have an overall motive to justify why the player is solving Sudoku puzzles. This would help in building up a more immersive game play experience.

Reference:http://bestfiends.com/game(upcoming AAA game by Justify)

Please watch the game play trailer. They’ve beautifully incorporated the idea of killing a monster in a match 3 type of game. On similar lines, I would suggest that Sudoku Quest also has some sort of game play activity where players playing as the game protagonist are able to free in-game characters by completing a row or column or section with perfect numerals!

The idea is to relate the game play activity of Sudoku with a more immersive game motive. On the same thought, I have (tried to) devise an immersive game element which would serve the purpose of justifying the reason of solving Sudoku puzzles.

THE IDEA IS QUITE SIMPLE- YOU PLAY SUDOKU TO KILL Monsters

Now, the players of ‘Sudoku Quest’ would be solving puzzles to free friendly characters (to be shown captured) positioned above the Sudoku board. To highlight this, with completing a single row, column or section (by filling up perfect numbers), the game enemy would be hurt (depicted by decreasing his life bar) illustration given below fig #1

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Fig #1

As the player has completed a column, this would release power stars (namesake) which would hurt the enemy as depicted!

(Please ignore the graphics and the missing HUDs)

Page 4: How to make a good game great? - Part 2 Sudoku Quest

And on successfully filling up all the cells, the enemy would be considerably hurt and killed at the end of the level. Consider, that the player has filled up the board with perfect numbers.

IMPACT- For a novice Sudoku player, he will be motivated to solve Sudoku for the sake of killing an enemy character. I believe, this kind of twist would easily be able to motivate even casual gamers (or players who have no knowledge of Sudoku) to try and play the game for a longer period of time. More importantly, this added game play objective would resolve the issue of removing the monotony of the game. I personally feel even seasoned players may lose interest in the game because of repetitive game play. The messages that come presently are great but fail to leave an impact because the messages have no direct relation with the game play. On the other hand, the above feature will have greater impact

Page 5: How to make a good game great? - Part 2 Sudoku Quest

on the players since now the plot has direct relation with the on-going game play of solving Sudoku to kill Monsters :)

Page 6: How to make a good game great? - Part 2 Sudoku Quest

II. HOW SHOULD THE GAME ACTUALLY START?

Presently game does not educate the player about Sudoku rules. What I would suggest is you dedicate at least the 1st 5 levels for teaching the players and educating them about the rules of Sudoku.

“Till now you have shied away from a game like Sudoku. But don’t worry SUDOKU QUEST is the right game for even 1st graders”

Marketing texts like above can be used to attract more audience. Below I’ve tried to introduce a simple tutorial for the sake of educating a player having no knowledge of Sudoku

I personally liked this game’s tutorial. Game name ‘Sudoku in space’

On similar lines, I suggest you can give tips to the players in initial levels for solving Sudoku smartly

Like in the 1st figure, 1 can be only placed on cell marked with C

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III. GAME PLAY RELATED ENHANCEMENTS AND GAME MONETIZATION

Analyzing the present game monetization techniques, I realized that it has been superbly done with the concept of ‘Soft and Hard Currencies’ where players will be able to earn Soft currencies ‘coins’ depending on his game play performance (visible after the game completion screen) and via coins players are able to upgrade a few power ups. While the most important power ups are only available with the purchase of Hard currencies ‘Cash’ The only flaw in this approach that I find is related to the implementation of earning coins. I suggest that Coins must be given to the players with a logic which is closer to the game play and players can visually see that on what parameters they earn coins so that they play the game repetitively to earn coins. I have observed that games that give a better visual appeal of earning coins perform well in terms of monetization! And in doing so (i.e. playing the game for the sake of earning free coins, these NON-paying users eventually help in contributing to the game with their time, which is good for the game because it increases the game play session length and no. of sessions/day- helping the game’s raking) For this I would suggest you change the logic of earning ‘Coins’ in the following manner. The player is awarded ‘Coins’ on the following parameters or game play events

o On successful placement of a number on a cell (Say 5 coins) o On completing a row, column or section (say 20 coins) o Also, depict the earing of coins in the game play itself like increasing the Coins

counter with trail of coins being added on the mentioned game play events!

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IMPACT-Since, now players can visually observe how and on what conditions they’re earning coins they would be more interested in repeating the same task (that of solving Sudoku) with the intent of earning more coins. I personally felt that the game lacks in this area that of motivating the player to play the game time and again for the sake of earning coins because the same is not visible to the player. Also, please animate the star rating (Like angry birds or Cut the rope Game Completion screens) after every level (on game completion screen). If the game does not highlight the fact that the player has got only one star in a particular level, how will the player be motivated to replay the same level for improving his star rating?

HINT:To bring fun and randomness into the game play. I suggest you have a ‘HINT’ option in the game (A bit different from the one that has been implemented). This Hint would be more like an option for the player to check and verify if all the entered numbers on cells are correct or not. All incorrect numbers would be flashed in Red.

LOGIC OF HINT o Player can use this Hint Option as many times in the game play o The Hint Bar would be re-generative type where it would fill up i.e. after using the Hint once,

the player will have to wait for say 25 sec. to again use it o Also, this power up can be upgraded via IAP; basically improving its filling up rate

IN GAME POWER UPS:Though in game collectibles and Sudoku do not seem to match, I remember a game ‘WORD MOLE’ which had an engaging design of collectibles in its word puzzle game.These collectibles (power ups) would be placed randomly beneath any cell (which is marked by a number) and only in the event of player using that cell in completing a row, column or section, that collectible will be awarded to the player. These power ups would be different from the usual power ups (as has been implemented presently). ILLUSTRATED BELOW

The purpose of bringing these in game power ups is to increase the engagement level and add fun to the game play.

List of collectibles and their properties in ‘Sudoku Quest’

1. TIME BOOSTERS: Would increase the game play time. Increment in the remaining game play time!

2. Score Multiplier: x2 Would increase the value of coins awarded to the player for say 20 seconds 3. Power up that reveals an empty number in the puzzle 4. Many such in game power ups can be made which would be available to the player based on his

luck.

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LOGIC OF IN GAME POWER UPs CONCEPT:

1. These collectibles/power ups would generate only on a cell which contains a number by default in the puzzle board

2. They would be required to be collected in a given time, for instance the Time Booster power up emerges in the middle of the game play, then the player will have to use the number on that cell to complete a row, column or range before it gets disappeared.

3. If the player is able to complete a row, column or range, the same collectable will be awarded to the player.

Collectable appearing on an existing number with diminishing time bar

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Player completes the column to take the collectable before it gets disappeared.

The collectable could be any of the in game power ups as mentioned above

IMPACT-Game variation like in-game power ups via collectables would add variety to the game. The players would now try to replay even a tougher level with the hope of completing it with the help of in-game power-ups. This feature would add fun, and can help in player retention.

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OTHER GAME MONETIZATION TECHNIQUES:-

1. Option to upgrade with Power ups right before starting of a level: To empower the player with the ability to enter a game play level with power ups of his choice is a good approach. This I think must be implemented in the game, since monetization is purely dependent on usage of power ups.

2. Concept of Lives: The game can also have a life counter (depicted by a bar). This would get depleted only when the player loses a level. Let’s say, the game starts with a counter of 5 lives; then the player would be able to play un-restricted till he loses 5 games. The time to generate a life can be set to 5-10 min., and if the player does not wish to wait, he would be going for IAP

3. Option to skip a level: Getting stuck in a particular level would be common in Sudoku. I suggest the game has the option to skip a particular level via IAP

4. IQ meter and game stats: The game can keep monitoring the game play performance of the player on parameters like number of levels completed, number of power ups taken, and time taken to complete individual level. Basically, with the help of right matrix, the graph of the player’s game play ability can be portrayed before him and he can himself judge and keep a track of his Sudoku skills. May be based on his reports, the game back end logic recommend appropriate power ups to him! (Scope and exact implementation needs to be discussed with the developer)

Hope you liked what I suggested for Sudoku Quest. Thank you!

Krishnendu De

Sr. Game Designer

[email protected]

9730778768