Tripletap is a mobile game that I designed and developed for my
game studio Joyhype. It's loosely based off the Tower of Hanoi math principles
and is inspired by Japanese influences with a heavy emphasis on Hyper Casual F2P
game design.
Principal Tasks
One of the goals I set forth was to design a virtual 'wrapper' that sat above the core gameplay
to extend the longeivity of the game as a whole that extended the game with
iAP and Rewarded Ad functionality to monetize the game further. It was a
combination of trying to be strategic from a buisness perspective and to
learn the in's and out's of building a Hyper Casual F2P game by doing.
Hyper Casual
Free to Play
One of the goals I set forth was to design a virtual 'wrapper' that sat above the core gameplay
to extend the longeivity of the game as a whole that extended the game with
iAP and Rewarded Ad functionality to monetize the game further. It was a
combination of trying to be strategic from a buisness perspective and to
learn the in's and out's of building a Hyper Casual F2P game by doing.
Deconstructing F2P components
Code Samples
Manager(s)
One set of challenges was ensuring
that the game understood when a user had a network connection
to enable RewardedAd's and enable the iAP layer. If the player had no connection
the UI had to adapt to this change along with the revive / restart layer in the
core game.
Consumables
The game has a layer built into it that allows players to
collect coins via leveling up, watching ads, or buying a coin bundle to
then use and or purchase additonal hearts to continue playing the game.
User
Feedback
Insights
I designed the game to blend between three different transition screens
that were randomly selected each time the player was sent to the transition screen.
Post-Mortem
Building Tripletap was a long and slow process that I had to
struggle dealing with. It was my first experience working with
building F2P features.