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Fishing Clash

F2P simulation fishing game

  • 170m downloads

  • 0.5B$ revenue

  • 1.61m AU, 200k DAU

Game Designer & Product Manager

Expertise:

  • Roles: Live Ops Designer, currently Game Designer & Product Manager

  • Expertise: system design, monetization and balancing for F2P

Key Achievements:

  • Successfully owned and implemented multiple features with positive metrics and player feedback

  • Leading feature teams ranging from 5 to 30 members

Arena

Features:

  • New Clan game mode focused on synchronous fishing battle between two clans (up to 100 players fishing in real time!)

  • Brand new fishing minigame

  • Goal: reverse the negative churn and revenue trend during relese of new fisheries (locations)​​​

Results:

  • Players feedback: fun, engaging game mode

    • most of the feedback is positive​

    • the only negative aspect so far after the release is time of Arena start -> action point for rebalance in the next weeks)

  • Flawless release of the feature (no major crashes/problems, all edge-cases covered)

  • Release date (2.08.2024) had the most spenders in over a year

  • 2nd best fishery release of the year 2024 (in terms of revenue)

  • From the initial results: stop in negative trend, stabilising it (still needs longer time period analysing)

  • Next iterations: focusing on monetisation and further UX improvements

Fun facts:

  • ~65% of players that could play have visited the Arena (they did it on avg 12-15 times per day)

  • Engagement in fishing on Arena grew from 17% to 25% (in 3 days)

  • Players did not clear any fish stock during 1st Arena, however they have learned how to play thus competition was much higher later days!

  • At first 12k players were fishing but in days 2 & 3 it grew to18k and number of arena fishings grew from 200k to 400k per day

  • Average player had upgraded their first Arena Rod to 8-9 lvl (15 was max)
     

Fishing Float

Clan Games

Features:

  • Revamped system to retain Clans and their top paying players

  • New "Champions" feature for increased competitiveness among Clan members

  • Rewards for top performers with unique game modes and rewards

Results:

  • 90% positive player feedback

  • 12% increased revenue compared to previous Seasons system

  • Increased top payers daily active sessions

  • More Clans created

  • Reduced points differences between competing Clans, boosting competitiveness

  • Reduced amount of inactive Clans

Fishing Float

Powerscore

Features:

  • Consolidates all elements that affects the biggest fish catch

  • Provides players a clear goal: maximize the Powerscore to win events and climb in leaderboard

Results:

  • FTUE:

    • Increased session length sum by 3%

    • Increased retention by 3% (D1, D2, D3)

  • Higher payment sum and number of fish caught

  • Longer duel times (1vs1), less surrenders; addressing the issue of players dropping Trophy points to win faster

Fishing Float

Boss Hunt

Features:

  • Engaging unique boss encounters with a special minigame

  • Boss Pass for access to special rewards

  • Dedicated collection area for tracking bosses

  • Competitive Boss Hunting with other players

Results:

  • Fun and engaging single-player experience

  • Contributes ~13% of monthly revenue

  • Part of monthly hard currency sink by 9%

Fishing Float

Medals

Features:

  • Unique badges awarded per level with milestone rewards

  • New achievements and additional thresholds for existing ones

Goals:

  • Enhanced the prestigiousness of difficult tasks

  • Provided visually appealing badges

Fishing Float

Rod System Redesign

Improvements:

  • Enhanced visuals and streamlined flow of rods upgrading and assigning fish to them

  • Added features to address equipment management issues (e.g., too many rods [crashes], unclear goals [churn])

    • Auto Upgrade System: automatically merges thousands of rods into higher-level ones

    • Supercharge Mode: Uses surplus rods as "fuel" for a temporary boost, resulting in bigger fish catches

Results:

  • Quality of live UI&UX imprements

  • Base for new features: Vouchers for Supercharge

Fishing Float

Unity Engine, google sheets, other tools

I am responsible for creating proper model, testing the acceptance criterias and preparing the development versions for playtests (together with running them and making improvements based on them). I got experience in:

Creating content models

  • Spreadsheet balancing and implementing it into the model. Balance draft example

  • Creating own development environment in Unity and setting up proper content

  • Testing the features and retesting (with playtests)

Ratings: 4,8

Check the game:

Pobierz z App Store
Pobierz z Google Play
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