Prompt Details
Model
(claude-4-8-opus)
Token size
490
Example input
[GAME TYPE]: Mobile idle RPG
[TARGET PLAYER]: Casual mobile gamers
[CORE GAMEPLAY LOOP]: Battle enemies, collect loot, upgrade heroes
[MONETIZATION MODEL]: Free-to-play with optional purchases
[MAIN DESIGN CHALLENGE]: Avoiding pay-to-win mechanics
Example output
# ๐ฎ Mobile Idle RPG โ Game Economy Design Document
> **Game Type:** Mobile Idle RPG | **Target Player:** Casual Mobile Gamers | **Model:** Free-to-Play | **Core Loop:** Battle ยท Collect Loot ยท Upgrade Heroes
---
## ๐ฎ 1. Economy Overview
### Economy Concept Summary
The game economy is built on a **transparent, player-first design philosophy**. Currencies flow naturally through gameplay, progression feels rewarding at every stage, and optional purchases accelerate โ never gate โ meaningful content.
The core promise to every player: **skill and time investment are always respected.**
Three interlocking currencies create a layered economy: an abundant primary currency for everyday decisions, a scarce secondary currency for milestone choices, and a premium currency that can be earned for free and spent only on non-power items.
> ๐ก **Design Philosophy:** Every currency gate should feel like a natural pause for reflection, not a wall requiring a credit card. Purchases should shorten grind โ never be the only path to content.
### Primary Player Motivation
| Motivation | Description |
|---|---|
| **Power Fantasy** | Watching heroes grow from frail recruits into legendary champions through player investment |
| **Collection Drive** | A diverse roster of heroes with unique skills triggers the completionist instinct |
| **Idle Satisfaction** | Returning to accumulated rewards reinforces positive session loops even for low-frequency players |
| **Competitive Ranking** | Optional leaderboards give aspiring players a goal without forcing pay-to-win dynamics |
---
## ๐ฐ 2. Currency System Design
### Currency Overview
| Currency | Type | Earn | Spend |
|---|---|---|---|
| โ๏ธ **Gold** | Primary | Battles, idle income, quests, dungeons | Hero upgrades, equipment crafting, building upgrades |
| ๐ **Soul Shards** | Secondary | Dungeon clears, weekly challenges, achievements | Hero rank-ups, elite skill unlocks, rare equipment slots |
| ๐ **Gems** | Premium | Daily login, story chapters, events, optional purchase | Battle passes, cosmetics, inventory slots, energy refills |
---
### โ๏ธ Gold โ Primary Currency
**How Gold is Earned:**
- **Idle Income:** 100โ5,000 Gold/hour based on hero power level (auto-collected on session open)
- **Manual Battles:** 50โ800 Gold per battle, scaling with enemy difficulty
- **Daily Quests:** 200โ600 Gold per quest (3 quests available per day)
- **Dungeon Runs:** 500โ2,500 Gold per dungeon (2 free entries/day)
- **Achievement Packs:** Lump-sum Gold rewards for completing milestone achievements
**How Gold is Spent:**
- **Hero Upgrades:** Primary Gold sink โ costs scale exponentially to prevent early hoarding
- Level 1โ10: cheap and fast
- Level 11โ30: moderate investment
- Level 31+: significant decisions required
- **Equipment Crafting:** Spend Gold + materials to craft gear for heroes
- **Building Upgrades:** Gold invested in barracks, forges, and towers boosts passive production
---
### ๐ Soul Shards โ Secondary Currency
**How Soul Shards are Earned:**
- **Dungeon Clears (first-time):** 50โ200 Shards per new dungeon cleared
- **Weekly Challenge Completion:** 300 Shards for completing all weekly goals
- **Prestige Rewards:** Shards granted upon hero prestige (deliberate reset for power boost)
- **Limited Event Stores:** Events include Shard rewards for participation milestones
**How Soul Shards are Spent:**
- **Hero Rank-Up:** Promote a hero beyond base cap (costs ramp: 100 โ 300 โ 800 Shards)
- **Elite Skills:** Unlock a hero's ultimate passive ability (one-time per hero: 500 Shards)
- **Rare Equipment Slots:** Unlock a 4th equipment slot per hero (200 Shards)
---
### ๐ Gems โ Premium Currency
> โ ๏ธ **Key Anti-Pay-to-Win Rule:** Gems **never** purchase stat-boosting content unavailable to free players. Gems buy time-saving conveniences, cosmetics, and quality-of-life upgrades. No exclusive power-gating.
**How Gems are Earned (Free):**
- **Daily Login:** 5 Gems/day (~150/month free baseline)
- **Story Chapter Completion:** 20โ50 Gems per chapter cleared
- **Special Events:** 30โ100 Gems from seasonal events
- **Achievement Chains:** Gem bonuses for completing achievement tracks
**How Gems are Spent:**
- **Battle Pass (optional):** 500 Gems/season โ unlocks cosmetics, bonus event currencies, hero portrait. No stat advantages.
- **Cosmetic Skins:** 200โ400 Gems per hero skin (visual only)
- **Inventory Expansion:** +5 hero slots for 100 Gems (QoL, not power)
- **Emergency Energy Refill:** 50 Gems for 1 dungeon entry (capped at 3 purchases/day to prevent whale spiraling)
---
## ๐ 3. Reward System Structure
### Daily Rewards
| Reward Type | Content | Design Intent |
|---|---|---|
| Day 1 Login | 500 Gold + 5 Gems | Immediate win to reinforce return habit |
| Day 3 Streak | 1,000 Gold + 1 Hero Token | Mid-week engagement hook |
| Day 7 Streak | 2,500 Gold + 150 Soul Shards + 1 Epic Hero Fragment | Weekend return reward |
| Day 30 Streak | 5,000 Gold + 300 Shards + 1 Full Hero Unlock | Monthly loyalty milestone |
| Daily Quests | 200โ600 Gold per quest (3/day) | Active engagement beyond idle loop |
### Progression Rewards
- **Battle Stage Clears:** Gold + equipment materials on first-time clears, reduced on repeats
- **Boss Defeats:** Guaranteed rare loot drop with a small chance of epic item
- **Dungeon Tier Completions:** Soul Shards + a hero fragment on first completion
- **Chapter Completions:** Gems + narrative unlocks (cut-scenes, hero backstories)
### Achievement Rewards
| Achievement | Reward |
|---|---|
| First 10 Battles Won | 500 Gold + Starter Hero |
| First Hero to Level 20 | 1,000 Gold + Rare Equipment Chest |
| Defeat 1,000 Enemies | 2,000 Gold + 100 Soul Shards |
| Complete All Daily Quests (7 days) | 300 Shards + Exclusive Hero Portrait Frame |
| Collect 10 Unique Heroes | 5,000 Gold + 1 Epic Hero Fragment |
| Clear All Chapter 1 Dungeons | 200 Gems + Dungeon-Specific Title |
### Special Event Rewards
- **Seasonal Events (4ร/year):** Limited hero fragments, event currency, exclusive cosmetics โ all earnable by free players within the event duration
- **Community Milestones:** If the entire playerbase reaches a collective goal, all players receive a bonus reward (builds social cohesion)
- **Double-Drop Weekends:** FridayโSunday, certain dungeons drop 2ร materials. No purchase required.
### Long-Term Milestone Rewards
- **Prestige System (every 6 months of active play):** Hero prestige adds a permanent global power multiplier (+5%), rewarding long-term commitment
- **Annual Login Rewards:** Players who maintain streaks over 365 days unlock a legendary hero not available by any other means
- **Guild Loyalty Rewards:** Players in a guild for 30+ days receive exclusive guild crest cosmetics
---
## ๐ 4. Progression Economy
### Early-Game Progression (Days 1โ14)
> ๐ฏ **Design Goal:** Fast, satisfying wins that teach systems without overwhelming new players. Every session should end with a clear achievement.
- Hero levels 1โ15 cost minimal Gold (~50โ500/upgrade) โ rapid power growth feels great
- Story dungeons open every 1โ2 days of progression, giving continuous new content
- Starter hero kit: 3 heroes given free in tutorial โ enough for early battle diversity
- First-week daily quest rewards are 2ร to hook players into the return habit
- No energy caps in first 3 days โ new players explore freely before systems are introduced
### Mid-Game Progression (Days 15โ60)
- Hero upgrade costs increase meaningfully (500โ5,000 Gold/upgrade) โ decisions begin to matter
- Soul Shards become relevant as players approach hero rank-up gates
- Dungeon energy system (2 free/day) creates natural session pacing โ no frustrating hard walls
- Guild system unlocks at Day 15 โ adds a social layer and cooperative goals
- Equipment crafting opens: Gold + materials create build diversity, deepening engagement
### Late-Game Progression (Day 60+)
- Prestige system offers a meaningful long-term goal for dedicated players
- Weekly Challenges and ranked leaderboards provide competitive targets
- Hero synergies become strategic โ roster composition matters more than raw level
- Endgame dungeons require team optimization, not just resource dumping
- Content update cadence: new heroes, dungeons, and events added every 4โ6 weeks
### Resource Flow Recommendations
| Phase | Primary Resource Flow | Key Balancing Note |
|---|---|---|
| Early (D1โ14) | Gold in โ Hero upgrades out | Keep costs low, drain fast to feel satisfying |
| Mid (D15โ60) | Gold + Shards โ Equipment + Ranks | Introduce meaningful choices between upgrades |
| Late (D60+) | All currencies โ Prestige + Endgame | Shard scarcity creates healthy progression pacing |
### Progression Pacing Suggestions
- **Rule of 3:** A player should always have 3 meaningful things to do โ a short task, a medium task, and a long-term goal. Prevents both boredom and overwhelm.
- **2-Day Rule:** New systems should unlock every 2 days in the first 30 days โ sustains curiosity and onboarding momentum.
- **Power Spike Moments:** Schedule deliberate "wow" moments (first boss defeat, first hero rank-up, first dungeon unlock) โ these become memorable emotional anchors.
---
## โ๏ธ 5. Economy Balance Analysis
### Potential Inflation Risks
- **Gold Oversupply:** If idle income scales too fast, Gold becomes meaningless.
- *Mitigation:* Upgrade costs scale exponentially; introduce Gold sinks (temporary buffs, cosmetic upgrades, guild donations)
- **Event Currency Flooding:** Seasonal events can dump too much currency at once.
- *Mitigation:* Cap event currency conversions to prevent stockpiling that destabilizes future balancing
### Resource Bottlenecks
- **Soul Shard Scarcity (intentional):** Shards are rare by design โ this creates meaningful hero investment decisions. But scarcity should never feel unfair.
- *Solution:* Guarantee a minimum of 300 Shards/month through reliable, predictable sources
- **Equipment Material Bottleneck:** Material drops can create upgrade frustration.
- *Solution:* Add a crafting conversion system โ 5 common materials = 1 uncommon โ so players always have agency
### Reward Balancing Concerns
- **Daily Reward Fatigue:** Over-rewarding daily logins can devalue the reward.
- *Solution:* Introduce "surprise bonus days" every 15 days with higher-value rewards to spike excitement
- **Achievement Obsolescence:** Early achievements become trivial fast.
- *Solution:* Retroactively grant achievements to veteran players when new achievements are added
### Player Motivation Factors
| Motivation Type | Supported By | Risk If Missing |
|---|---|---|
| **Progress (Achiever)** | Upgrade levels, chapter clears | Players feel stuck โ churn |
| **Exploration (Explorer)** | New dungeons, hero lore | Game feels shallow โ boredom |
| **Social (Socializer)** | Guilds, leaderboards | Isolation โ no retention hook |
| **Competition (Killer)** | Ranked arena, seasonal rankings | No endgame for dedicated players |
---
## ๐ 6. Monetization Integration
> ๐ก **Core Monetization Principle:** Players who spend money should feel generous, not advantaged. Payers fund the game's existence; free players create the community that makes the game worth playing.
---
### Approach 1: Battle Pass System
**Structure:** $4.99โ$9.99/season (6 weeks)
**Benefits:**
- Predictable monthly revenue for the studio
- Players get a clear value proposition upfront โ they know exactly what they're buying
- Free track ensures all players engage with the event; paid track is a bonus, not a gate
- Cosmetics and XP boost items (not stat boosts) drive perception of value
**Risks:**
- Season fatigue if content quality drops โ players cancel rather than renew
- Must ensure free-track rewards remain genuinely satisfying, not artificially nerfed
**Player Experience:** Positive when transparent. Players appreciate knowing what they're getting vs. gambling on loot boxes.
---
### Approach 2: Cosmetic Shop
**Structure:** $1.99โ$9.99 per item
**Benefits:**
- Zero impact on gameplay balance โ no pay-to-win risk
- High-quality art creates genuine desire (FOMO without predatory mechanics)
- Supports a long-term catalogue that generates revenue indefinitely
**Risks:**
- Revenue is inconsistent and depends heavily on art quality and content cadence
- Limited-time cosmetics can feel manipulative if scarcity is artificial
**Player Experience:** Strongly positive โ players respect and actively support cosmetic-only shops when they trust the developer's fair-play commitment.
---
### Approach 3: Convenience Bundles
**Structure:** $0.99โ$4.99 starter/value packs
**Benefits:**
- Low price point converts casual payers who wouldn't spend $10 upfront
- Bundles (Gold + Gems + Shards) feel like a deal, increasing conversion rate
- One-time offers (first purchase bonus) incentivize initial conversion
**Risks:**
- Slippery slope: bundles can drift toward P2W if they include exclusive resources
- Must strictly limit to currencies players could earn through normal play โ just faster
**Player Experience:** Acceptable if framed honestly: *"Skip 3 days of grinding"* โ not *"Unlock content."*
---
## ๐ 7. Retention & Engagement Loops
### Daily Engagement Systems
- **Morning Check-In:** Idle reward notification brings players back within the first session of each day (soft push, not intrusive)
- **Daily Quest Refresh:** 3 quests reset at midnight โ completing all 3 gives a bonus chest
- **Flash Events:** Random 2-hour bonus events (2ร Gold, 2ร drops) with a notification โ creates urgency without manipulation
- **Guild Activity Feed:** Seeing guildmates progress motivates social players to return daily
### Long-Term Retention Mechanics
- **Hero Collection:** 50+ heroes at launch, new ones added monthly โ ongoing collection goal sustains interest for years
- **Prestige Loop:** Resetting a hero for a permanent multiplier is a powerful "fresh start" retention mechanic
- **Seasonal Arcs:** 6-week narrative story arcs give players a reason to engage beyond grinding
- **Comeback Mechanic:** Players returning after 7+ days receive a "We Missed You!" bundle with boosted idle rewards โ reduces churn from breaks
### Collection & Progression Loops
| Loop Type | Mechanic | Frequency |
|---|---|---|
| **Micro Loop** | Battle โ Gold โ Upgrade hero | Every 5โ10 min |
| **Session Loop** | Complete daily quests, dungeon runs | Every play session |
| **Daily Loop** | Login reward, quest refresh, idle collect | Once per day |
| **Weekly Loop** | Weekly challenge completion | Once per week |
| **Seasonal Loop** | Battle pass, event progression | Every 6 weeks |
| **Long-Term Loop** | Hero collection, prestige, leaderboard rank | Months of play |
### Social & Competitive Elements
- **Guilds:** Up to 30 players โ cooperative boss raids, guild-exclusive rewards, in-game chat
- **Leaderboards:** Weekly (resets โ fair for all) and all-time (prestige for veteran players)
- **Friend System:** View friends' hero rosters, send/receive daily gifts (Gold, basic materials)
- **Guild Wars (mid-game unlock):** Inter-guild competition for exclusive cosmetic trophies โ no stat rewards to maintain fairness
---
## ๐ 8. MVP Economy Plan
### Essential Economy Systems for Launch
1. Gold currency system + hero upgrade loop *(the core loop must work flawlessly)*
2. Daily login rewards โ 7-day streak calendar minimum
3. Battle โ loot โ upgrade loop (tight, bug-free, satisfying)
4. Basic achievement system (10โ15 achievements at launch)
5. Cosmetic shop with 5โ8 hero skins at launch
6. Gem currency + one $4.99 starter pack offer
### Systems to Add Post-Launch
| System | Recommended Timeline |
|---|---|
| Soul Shards + Hero Rank-Up System | Month 1โ2 post-launch |
| Guild System | Month 2 post-launch |
| Battle Pass (first season) | Month 3 post-launch (after economy is stable) |
| Dungeon Energy System | Month 1 (after core loop is validated) |
| Seasonal Events | Month 3+ (requires content pipeline) |
| Prestige System | Month 6+ (needs veteran player base) |
| Ranked Arena / Leaderboards | Month 4+ (needs sufficient playerbase) |
### Simplification Opportunities
- **Launch with Gold only:** Add Soul Shards in Month 1 to avoid currency overwhelm on Day 1
- **5 heroes at launch is enough:** A small, polished roster beats a large, unbalanced one
- **Simplify daily quests to 3 clear goals:** "Win 5 battles, collect 1,000 Gold, upgrade 1 hero" โ no ambiguity
- **Skip Guild Wars at launch:** Basic guilds first, competitive guild modes later when the social graph is established
---
## ๐ง 9. Economy Risks
### 5 Common Economy Design Mistakes โ And How to Avoid Them
**1. Runaway Inflation**
- *What happens:* Gold floods the economy; upgrades feel meaningless; players lose their sense of value and progression.
- *How to avoid:* Design multiple Gold sinks (upgrades, crafting, temporary buffs). Monitor average player Gold balance weekly post-launch and tune sinks accordingly.
**2. Pay-to-Win Creep**
- *What happens:* Monetization slowly adds stat-boosting purchases under pressure to hit revenue targets; community trust collapses permanently.
- *How to avoid:* Establish a written internal policy โ *"Purchased items never grant stats unavailable to free players."* Revisit quarterly. Never compromise under revenue pressure.
**3. Power Curve Collapse**
- *What happens:* Early-game power growth is too fast; mid-game feels like a sudden wall; players churn at the barrier before they're invested.
- *How to avoid:* Graph upgrade costs vs. Gold income for Days 1โ90 before launch. Ensure the curve is smooth. Test with real players in soft launch before wide release.
**4. Reward Devaluation**
- *What happens:* Overgenerous early rewards make later rewards feel small; players feel the game is getting worse over time even as they progress.
- *How to avoid:* Plan reward values in a spreadsheet across 90 days. Rewards should stay consistent in value-per-session even as types change. Never reduce existing rewards.
**5. Seasonal Event Burnout**
- *What happens:* Too many back-to-back events feel obligatory; casual players feel perpetually behind and quit.
- *How to avoid:* Maximum 1 major event per 6 weeks. Include catch-up mechanics. Never design events that require daily play to avoid permanently missing content.
---
## ๐ฏ 10. Final Recommendations
### ๐ Strongest Economy Feature: The Idle Return Loop
The most powerful retention feature in the economy is the **idle Gold accumulation system**. Every session opening should feel like *"opening a gift"* โ a pile of Gold accumulated while the player was away.
This creates a strong habit loop with minimal cognitive overhead, which is perfect for casual mobile gamers. Invest heavily in making this moment visually satisfying (animated gold coin showers, number tickers, a satisfying sound cue) โ it's your single most important retention tool.
---
### โ ๏ธ Biggest Balancing Challenge: Mid-Game Progression Pacing
The most common failure point in idle RPG economies is the **mid-game cliff**: early progression is fast and rewarding, but Days 20โ60 slow dramatically as costs scale without reward feel compensating. This is where most players churn.
**Recommendation:** Build a dedicated "mid-game smoothing" playtest โ recruit 20 testers and track their sentiment at Day 15, Day 30, and Day 45. If satisfaction drops, adjust the pacing formula before wide launch. This is your highest-risk window.
---
### ๐ Most Important Next Design Step: Build the Economy Simulation Spreadsheet
Before writing a single line of production code, **model the entire economy in a spreadsheet:**
- Gold earn rates by source (battles, idle, quests)
- Gold costs at each upgrade level
- Days-to-afford each milestone
- Shard accumulation rate over 90 days
Run **"free player"** and **"light spender"** simulations side by side. If both paths reach meaningful milestones (even at different speeds), the economy is balanced. If the gap is too large, adjust before it's costly to fix.
> This single tool will prevent more economy disasters than any other design practice.
---
*Mobile Idle RPG โ Game Economy Design Document*
*Designed with a player-first, fair monetization philosophy*
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CLAUDE-4-8-OPUS
Design balanced game economies, reward systems, and progression loops ๐ฎ This prompt helps indie developers and game designers create currencies, rewards, progression mechanics, resource systems, and monetization structures that support long-term player engagement while maintaining balance and fairness.
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