Game Monetization

Quest for the Mystic Dice

A Product Owner home assignment: competitive research, feature ideation, and a full product spec for a new in-game feature designed to increase ARPDAU by 5% in a casual mobile game.

TypePM Home Assignment
PlatformMobile (iOS & Android)
ScopeResearch · Spec · Feature Design
IndustryMobile Gaming
Mystic Dice wireframes showing the collect, forge, and roll flow

A mobile gaming studio gave me an open-ended brief: find new ways to increase ARPDAU in their casual dice-rolling game. No constraints, just results.

Before jumping to ideas, I built a structured approach: play the game deeply to understand the core loop, audit the existing monetization features, research what's working in other genres, then ideate and spec the most promising feature end-to-end.

The process surfaced a key insight early on — the Piggy Bank mechanic was the game's strongest revenue driver because it created a sense of ownership and risk of loss. I wanted to build on that psychology.

The Assignment

Increase ARPDAU by 5%. No constraints — just find the opportunity.

I audited every revenue-driving feature in the game first: the Store, Dream Pass, Daily Offers, Progressive Reward Ladder, and the Piggy Bank. The Piggy Bank stood out — players spent more when they felt they'd already earned something and risked losing it.

Then I looked outside the genre. Clash of Clans taught me that loss aversion at scale drives spending. Brawl Stars showed that randomized rewards paired with a skip-the-wait path converts well. Summoners War demonstrated that multi-step collection creates sustained engagement and multiple purchase touchpoints.

Approach

From research to a fully specced feature in four steps.

01 · Audit

Map what's already there

Audited every monetization mechanic in the game to understand what was working, what wasn't, and where the gaps were.

02 · Research

Look outside the genre

Studied monetization patterns from Clash of Clans, Brawl Stars, and Summoners War to find mechanics with real originality.

03 · Ideate

Three feature concepts

Proposed three distinct features — Mystic Dice, The Wizard Card, and Nitro Boost — each tapping a different monetization mechanic.

04 · Spec

Full product spec

Chose Mystic Dice to spec fully: player journey, monetization moments, UI flows, wireframes, and MVP scope with must-haves vs. nice-to-haves.

The Feature

A collection mechanic that turns progress into emotional urgency.

Players collect Mystic Dice Shards through steals, loot boxes, and the store. Collect 10 shards, fuse them into a 10-sided dice, and roll for rare rewards: coins, rolls, cards, event currency.

The catch: shards are vulnerable to theft by other players until all 10 are forged. Crystal Shards — available to buy — are the only type that can't be stolen, creating a direct spend path for players who don't want to risk losing progress.

I mapped the emotional arc through the feature and tied each moment to a monetization opportunity: introduction (starter pack), shard stolen (deal to complete), almost there at 8–9 shards (strongest conversion moment), and forge & roll (the payoff — no push needed).

Monetization works when it feels like part of the game, not a wall.
Design principle — Mystic Dice spec
Outcome

A complete spec ready to pitch and build against.

+5%
Projected ARPDAU increase
assignment target
3
Feature concepts ideated and pitched
across different mechanics
Full
Spec with flows, wireframes & MVP scope
deliverable
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