OVERVIEW

Onboarding
Systems
Levels
Mechanics
Balance
Walkthroughs
CONTRIBUTIONS:
ONBOARDING - FTUE: • Anchored tutorial mechanics such that lessons are learnt by play. • Balanced the setup to be joyful, tight and rich.
ONBOARDING - TWO-FOLD CORE LOOP: • Fully produced an ancillary to onboard players through card game elements just after FTUE. • Balanced the two-fold setup to be tight, rich and seamless
ONBOARDING - DYNAMIC PROMPTS: • Anchored a logic around in-game mechanics that prompted lessons during play. • Balanced the set around variety and brevity.
ONBOARDING - SIMPLER DECKBUILDING: • Adapted a ‘choose 1 of 2’ midcore reward mechanic to simplify the planning process of building decks. • Designed a logic to give out combo choices and newly opened cards. • Balanced to be viable and fresh without complexity.
SYSTEMS - KARMA PASS: • A battle pass with a paid upgrade track that rewards seasonal cards as big carrots. • A daily engagement quest system tying various player journey goals with progress into Karma Pass Rewards.
SYSTEMS - HYBRID DHARMA LADDER: • A generous yet skill based ranked matchmaking that counts your top 3 hero scores. • Useful reward source for cards, currency, and exclusive cosmetics.
FEATURE - HEROES DESIGN: • Heroes sit at the center of our CCG core loop. It unlocks the maximal new ways of engaging with the loop. • Designed a new female hero to have 3 unique playstyles that would combo with old cards sharing thematic relevance. • Helped to keep the win-rate balance between the heroes across skill-levels.
FEATURE - 4 CAMPAIGN LEVELS: • Designed and iterated on 4 whole campaign levels offering virtually infinite but a minimum of 10 hrs of gameplay!