For linear, level-based puzzle games with loss states:
โข Streaks systems are not LiveOps โข Streaks are ๐ฎ ๐ณ๐๐ป๐ฑ๐ฎ๐บ๐ฒ๐ป๐๐ฎ๐น ๐ฒ๐ฐ๐ผ๐ป๐ผ๐บ๐ ๐ณ๐ฒ๐ฎ๐๐๐ฟ๐ฒ โข Without streaks, I have little concern about losing โข Why boost or revive? I’ll just lose / try again. โข Do lives motivate? Maybe, but they end the session โข If I don’t care about losing, the economy is inert โข If I don’t engage with the economy, I’ve no interest in RVs or IAPs except maybe ‘remove ads’ โข If you have an economy, but trivial engagement with it, ๐๐ผ๐’๐ฟ๐ฒ ๐๐๐ถ๐น๐น, ๐ณ๐๐ป๐ฐ๐๐ถ๐ผ๐ป๐ฎ๐น๐น๐, ๐ฎ ๐ต๐๐ฝ๐ฒ๐ฟ-๐ฐ๐ฎ๐๐๐ฎ๐น ๐ด๐ฎ๐บ๐ฒ ๐ โข So, make sure your streak systems are functional ๐๐๐๐ค๐ง๐ it’s time to measure / care about monetization performance.
Best practice seems to (resoundingly) be layered streak events producing the “are you sure? -> are you really really sure?” loss sequence.
All that said, I do have a broader question…
โIs this (layered streaks and maximal loss aversion) just how puzzle games will be experienced for the foreseeable future? Will players get tired of thisโ