Games have their own rules. The implementation of the project was preceded by a long phase of analyses, during which we wondered what mechanics would accomplish the substantive goals, and also what game loop would guarantee high return to the application.
Using our game design knowledge, we have built an engaging game loop
Conducting numerous brainstorms enabled us to match the knowledge to available mechanics
We have created an interactive mock-up to test the idea before implementation
We tested the game with the children
A child watches a film, solves a task, or plays a mini game.
A motivating feedback.
Buying clothes and taking care
After understanding users’ needs, we start designing. Each of our projects includes a unique, recipient-adapted engagement loop.
The application was created in such a way that it balances between education and entertainment. Substantive content is presented in an attractive way and is only a part of the game.
2 Limited Game Time
We have designed the game in such a way that it does not engage too much. We did not want a child to spend a whole day playing. It engages only as much as necessary – Prankster needs to be fed every couple of hours and there are notifications in the game that reminds users to take a break.
3 Extending the experience
The MegaMission programme is present in hundreds of Polish schools. The game serves as an addition, and was designed so that both, children who know Prankster and who do not, had a lot of fun.
We have used Tamagotchi gameplay in order to reach the youngest children.
Would you like to implement a similar project or have a different challenge for us? Please let us know! We are happy to meet and talk!