Gameplay Modes

Gameplay Modes can be also called Grinding Modes and, as the name suggests, provide the opportunity for a constantly repeated play, preferably in a form of Autoplay or quick-clear tickets. As players involve deeper in the game, their focus shifts from the campaign towards cycle-based grinding events, which are key for the event rankings (and thus monetization).

There is no classical Energy in the game. Engagement limiting is limited through available content. The actual design depends on a specific mode.

Players play much more grinding game modes than the limited-access ones (beginners mainly Campaign, end gamers mainly grinding events). Here, they will mostly use Autoplay or quick-clear tickets in order to grind and thus both progress their Hero Power as well as climb in the rankings.

Exemplary grinding loop mechanics: Grinding event tickets drop from any campaign level at a random routine. Players grind for them and use them to rush through the grinding event, which is ranked for the final event cycle rewards. However, this is just one possible way and we may think of others. Event Grinding Mode may or may not require Campaign grinding, depending on the actual design.

Limited-access Dungeons have various and strongly dungeon-specific entry designs. Players may clear a dungeon either just once or twice a day (which becomes a non-missable opportunity and therefore strong retention and habit-building mechanic) or more, but with limits for rewards (e.g., they can replay however many times they want to try and climb the rankings, but they will not gain the direct clear rewards - or they can play several times, but the main reward is just for the first clear).

Another way to think about game modes is that they are essentially tournaments. Most game modes have a leaderboard or other types of competitive structure. There will be several types of game modes with different prizes. From tournaments that require tickets available for free (one free ticket daily/weekly/monthly/season/event etc.) to high-stake tournaments with attractive rewards that require spending SWDTKNs to purchase a ticket. Tickets to higher tier tournaments could be also won on lower tier tournaments. Prizes will vary depending on the tournament rank and only top players could win the most valuable prizes like Legendary items (that could be free/lazy minted) and SWDTKNs. Lower-ranked players will still win attractive in-game (but off-chain) prizes like special prize bundles with a mix of game Items, tickets for other tournaments, materials for crafting and upgrading, etc.

We will explore more tactics to make SWDTKN holding attractive for the players, e.g.:

  • Players need to hold some amount of SWDTKN in their balance to participate in some tournament

  • Some tournaments will require SWDTKN to be paid to enter the tournament

Additionally, for tournaments with SWDTKNs as a reward, there will be a 14-day vesting period to receive that prize. We will explore additional strategies like shortening the vesting period by retweeting & liking posts, etc.

Tournaments are one of the main retention drivers for players, thus, we need to make sure that participation is attractive even for new players. To enable this, prizes will be distributed for all participants based on the player’s tournament leaderboard rank e.g., the best prizes for the top 10 players, smaller rewards for the top 11 to 100 players, 101 to 500, etc. Additionally, we can airdrop special prizes for random players, so even the last-place player has a chance to win something valuable despite his rank.

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