King.io – World War

    • Be Big, be Great, be the King of the World!

Expand your territory by tapping and/or holding with your finger.

Take your enemies’ areas by tapping and/or holding over them.

My Contributions

      • This game existed in version 1.0, I and a team worked on remaking and updating the game to a better version.
      • Researched and reported a study to create a new UI
      • Created the UI concept and some new UI screens
      • Responsible for reproducing and guaranteeing the same game feeling as the previous version.
      • Balance of the AI
      • Creation of new country’s textures and icons to store
      • An entirely new promotion system, ranks, and animations
      • A new FTUE using a main character called commander
      • Wardobre, where the player can customize the captain, his character
      • New Menu with 3D character customizable
      • A new cashback system, to motivate players to watch more rewarded videos
      • Tracking and analysis of metrics do increase retention and avoid churn.

The Challenges and Solutions

 
The main problem was that the game had a good organic number of new users every day but bad retention, one hint where to get the answers were on ratings that were daily decreasing as new reviews were coming.
      • Time Gift
        • Focusing on retention I first suggested a feature called “time gift”, where the player see always a gift on the menu UI with a timer that decreases its cooldown as the player continues to play new levels. After the time reach zero, the gift is unlocked and the player receives a special gift that can be currency, skins, tools to use in-game, etc. The feature helps to keep the player engaged for more time once he needs to have a specific playtime to receive a prize.
      • New Difficulties / Balance
        • Reading the reviews and playing more the game, I have suggested that we had new difficulties, to make the game extremely easy on first levels and it getting harder as the player learns how to play the game, to make it works fine I also suggested the Promotion System, this way we could make different difficulties for different kind of players.
      • Promotion System
        • To keep players interested in continuing to play the game after knowing the taste of victory on this IO Game I suggested a promotion system, where the player starts as private and needs to achieve some milestones of points acquired playing to be promoted to a new ranking. The idea here is to create new goals for the player who liked our gaming to play as much as they can and continue to be satisfied playing the game.
      • Wardrobe
        • Once I analyzed the game analytics, I detected that the country skins available to buy on the store were not being acquired frequently, bringing me the idea that it was not interesting to the players. So I have decided to suggest the Wardrobe, a new store focused on skins for a character on the main menu, this character would be the player character that was still not available in the game. With this feature our focus was to make the player feel more represented and create on him a new desire to buy skins, to wear his own character in the game.
      • Achievements
        • To not only look to competitive players with new difficulty levels and promotion system, another suggestion was the achievements system, where also casual players who liked the game could start their medal collection by trying to achieve each small milestone in the game. The achievements were from playing 5 games until achieving 1.000 victories. All of them with special prizes to keep the player engaged.
      • New Data Indicators
        • Throughout the process I was always looking to insert new indicators in our analytics, to be sure that we were on the right course and also to feed us with more information about our users, to rebalance the economy or difficulties if necessary. Furthermore, I was always creating sheets and graphics with the provided data to make the analysis easier for me and my stakeholders.

The Results

      • After these mentioned features that I have suggested, were implemented and other features suggested by other members of our team:
      • We have duplicated our playtime.
      • Day 1 retention was from 20% to achieve 30% on Android and achieved 40% on IOS.
      • The rating on the play store which was 3.1 is increasing and already achieved 3.5. The Google console previews that if continues on this scenario it will achieve 3.8.

Promotion System

User Interfaces and FTUE