Category Case Study

Slapping on a trending mechanic on top of Auto Cop: Part 2

I think the roguelite choices were not meaningful enough. In survivor.io, there are 2 main control points of the player: Movement and Shooting. Movement is controlled by the user, and the shooting is controlled by the skill choices. It was deeply meaningful because the choices carried weight. Each choice modified the player in a significant way that impacted the power. The change was visual and striking.

Great CPI, Weak Retention in Auto Cop: Part 1

To improve the powerful feeling, I added props that are destroyed when shot. I also made ammo infinite, and made it so that when shooting too much, the gun becomes hot and stuck. So users would need to stop and then shoot again when it gets close to maximum temperature. This improved the ‘power’ feeling

The Core Gameplay Is King: Learning from Slice Disc

After analyzing hyper-casual trends, I noticed that first-person slicing games were gaining traction. From previous projects, I knew that slicing mechanics powered by third-party assets could deliver strong CPI (Cost Per Install). To add depth, I decided to integrate a bouncing disc mechanic, allowing the disc to ricochet off multiple planes and create dynamic interactions.