Here’s a full breakdown of a treasure hunt event loop.
โ ๐๐ผ๐ ๐๐ผ ๐ฝ๐น๐ฎ๐?
โข Players dig on a grid to find hidden items. โข They use tools earned by playing the core game. โข The goal: uncover and collect all target items.
1. Earn pickaxes by beating core levels 2. Enter the event via a home screen button 3. Tap tiles to dig 4. Reveal hidden objects or empty tiles 5. Collect full items automatically 6. Complete the grid โ move to next stage 7. Repeat until all stages are done
โข A tiled grid covered with โsoilโ โข Hidden items (e.g. gems) placed randomly โข Items can be different sizes (2×1, 3×3, etc.) โข Some tiles are empty โข Dug tiles are clearly marked
โข Multiple stages (e.g. 5 in Hidden Temple) โข Each stage has a clear goal (find X items) โข Progress shown visually (e.g. filling a gate) โข Later stages can be harder (bigger grids, denser items)
๐ ๐ฅ๐ฒ๐๐ฎ๐ฟ๐ฑ๐:
โข Get prizes for each stage (chests, boosters, etc.) โข Final reward for completing all stages โข Mix it up: currency, consumables, cosmetics, tie-ins โข Example: Royal Match gives items for another event (Dragon Nest)
๐ฅ๏ธ UI and player feedback:
โข Clear event button on home screen โข Short tutorial on first access โข Info button to review rules โข Tool counter always visible โข Strong animations for digging and finding items
โ๏ธ ๐๐ฎ๐น๐ฎ๐ป๐ฐ๐ถ๐ป๐ด:
โข 1 dig = 1 tool โข Tool earning rate matches core level difficulty โข Fair but challenging stages โข Keep hit rate (item tiles vs. empty tiles) under control โข Example: \~67 levels needed for full event in Royal Match
โข Link tool earnings to core game โข Keep digging simple: tap-to-reveal โข Use clear goals and visual cues โข Mix reward types for excitement โข Randomize item placement for fairness โข Balance effort and reward