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Word Search Explorer is a classic take on the word search pen and paper game. I worked as a game designer on this new project. I was responsible for end to end health of the game. I was the lead designer of this game and have laid out vision for it.

 
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WORD SEARCH EXPLORER

Word Search Explorer is a classic take on the word search pen and paper game. I worked as a game designer on this new project. I was responsible for end to end health of the game. I was the lead designer of this game and have laid out vision for it.

Reception and Performance:
 
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After working towards reaching a break-even point the game has never seen a downward trend. It has quickly risen up the charts leaving legacy games behind. When we were picking up this project we had an idea that the familiar and easy mechanic will make it popular in free games but it would lack spend capability. 

The most challenging part was making the game monetizable. It was done using multiple methods which has not only made it popular but has brought massive returns.

CORE GAME DESIGN

  • Defining the core game (mechanics)

  • Setting up the rules of the game

  • Core game interactions and actions

  • Level Design guidelines and processes

  • Economy and hint pricing

  • UX and UI guidelines

  • Sound design

  • Monetization and surfacing

We introduced hidden words which made the players spend on revealing it. Later we tried increasing these words to make the puzzles challenging and monetizing.

 
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META LAYERS AND FEATURE DESIGN

Once we were confident that we have worked on the core interactions and level designs enough that there is not much we can gain from working on it more we moved on to meta layer design which helped in increasing the LTV of the game. The increase in LTV made the game break-even and turn profitable.

DAILY REWARD

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Responsibilities:

  • Selecting easy to understand chance mechanic

  • Streak and milestone system to motivate players to come back regularly

  • Reward tuning and reward drop

  • UX flows and surfacing

Challenges:

  • Personalization according to player's engagement and wallet balance

  • Economy inflation

DAILY CHALLENGE

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Responsibilities:

  • Setting up goals: Hint usage and rolling retention increase

  • Selecting type of quotes/content

  • Level design and difficulty parameters

  • UX nudges, FTUEs and surfacing

  • Progress tracker and reward tuning

Challenges:

  • Difficulty of levels to challenge players enough

LONG TERM GOALS: PROGRESSION

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  • Giving importance to the Avatar and core progression on the Home-screen

  • Avatar collection is done by different events and displayed in the leaderboard

  • Each country players will collect different stamps and your collection will get completed non-linearly

  • The stamps give more meaning to the world tour theme of the game and provides interesting facts for each country you travel to. This increases recall value of the game as well as attachment to it

Challenges:

  • Non-complex stamp collection for casual players

  • Progression design where players keep feeling that they are constantly getting stamps and completing the collections but there is a sense of anticipation when and how the collection will get completed, keeping it exciting.

EVENTS: ENGAGEMENT AND REVENUE

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Leaderboard event for weekend was designed to increase the engagement of the game.

Simple leaderboard with enough players to compete with

River Race:

Short event where you race against 5 players to reach the target first.

This event is simple in design, but matchmaking and target setting was deliberately selected to make the event engaging.

Less content cadence is required for both these events which leads to massive LTV increase without much follow up

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