Game design for incentivising players
summary
Tribeflame touts its Benji Bananas success (about a hundred‑something million downloads) and now ships a mid‑core title, Valhalla Wars, entering soft launch in ~six markets with a core planning‑based combat where units follow pre-set orders instead of micromanaging. Live ops tie multiple game modes to parallel chest timers, clan slots and HP via card donations to drive collaboration, and a 10% upgrade rule plus exhausted‑unit mechanics force broad collections to support thousands of hours and pay funnels without obvious pay‑to‑win.
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chapters (9)
- 0:00Introduction to Triple Flame
- 1:06Core game mechanics
- 2:38Live ops and design philosophy
- 4:05Player retention and progression
- 6:19Collaboration and social features
- 7:51Monetization strategies
- 10:39In-game economy and content
- 14:10Battle passes and cosmetics
- 15:23Q&A and future game modes
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