



Description:
Fantastreamer is a multiplayer card game based on Twitch live streaming performance of Italian streamers. Player can collect cards and use them in a draft of 5 and compete against other players to get more point and win tournaments.
It has only been a week since I started working for Playerself Lab.
Their goal was to transform the game from a simple fantasy football made with cards to a real trading card game based on strategy and competitiveness of the players. So I was chosen to implement new features and modify existing ones with the aim of increasing the retention and replayability of the product.
For now, I have taken care of :
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Balancing and tuning existing cards, testing their value in order to limit the "one man army" of the Italian streamer being at the top all the time. To do this I provided some "Nerf & Buff" that influence the gameplay and the drafting strategy.
Working process:
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First I took all the monthly base cards value from our Twitch algorithm.
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I started creating "Nerf & Buff" knowing that just some of them will be choosed after the testing results.
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Tested the "Nerf & Buff" that needed it. During this phase I tried to tune some value and change the single nerf or buff to get all the possbile result that may help me find the right solution.
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Analyzed the results to decide which feature could be used and which could be cut or used for future features I already had in mind.
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Write my conclusion to be as clear as possible about my vision with those who may not be from the design department.
Document:
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Creating artifacts, boost, items and mini-game to change the core loop of the game
Working process:
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First I found the best way to create new dynamics not devaluing the scoring of cards and consequently their rarity.
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I came up with the idea to create items that can be used to modify the multyplier of the score calulation
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Taking advantage of social mechanics and some nudges I used the physical characteristics of the cards (beard, hair, numbers of people) to create the effects of these artifacts
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Creating a dedicated flowchart explaining the economy reward for the mini-game artifact
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Balanced the multiplier considering every rarity that has its own basic multiplier
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Implementing new IAP's and a new in-game shop features
Working process:
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Understanding competitors IAP logic and finding the best way to make the player feel "worth it to purhcase"
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Set a google sheet to explaing the logic of the "daily offer" refreshing every 24h finding over 3400 combination to be displayed to a user
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Setting the spawn rate of every item available and its prize
Work from AUGUST 2023 to MARCH 2024 COMING SOON !!!
