Duration: Apr '23, Jan '24 – Mar '24
Platform: Mobile (Android, iOS)
Role: Developer & Designer
Genre: Arcade Idle
About:
An experimental hybrid mobile game where players switch between two modes — a relaxed idle clicker (upgrade stations, hire staff, grow business) and a fast-paced arcade cooking phase (move around, fulfill orders on time).
Goal:
Design a slow-to-fast paced game loop that drives strong retention and maximizes session engagement.
Results:
| Matrix | Results | Targets |
|---|---|---|
| CPI (Android) | $0.68 | < $1.0 |
| D1 Retention | 28–32% | 30–40% |
| D7 Retention | 15–19% | 25% |
| D7 APPU | 1400–1600s | 1800–2400s |
Challenges:
Technical
· Designed an infinite upgrade system where the next upgrade always feels close but keeps scaling further.
· Simulated cost vs. reward graphs using idle game math to hit desired target session time and retention.
Creative
· Designed a smooth, intuitive transition flow between the idle and arcade phases to avoid player friction.Skills: Idle game math · Unity physics · UA metrics (CPI, Retention, Playtime) · Tutorial designKey Learnings:
Short, well-paced tutorials matter significantly — easy to understand onboarding directly impacts retention.