Mombo Combo Legacy
Mombo Combo Legacy's predecessor quickly reached over a million players on mobile. However, revenue there was underwhelming, as it had poor user retention and relied on interstitials for monetization.
Seeing the potential, our team decided to develop a sequel - Mombo Combo Legacy - now planned as a F2P experience first and foremost.
My goal was to redesign a large portion of the original game to make it lucrative on mobile. I knew the sequel would need far more longevity, and enough new systems to drive monetization.
I started by creating a robust metagame around the old core loop, with a soft- and hard-currency economy. It featured powerups, cosmetics, a lives systems, and time-gated pet-hatching mechanics.
Then, on top of all that structure, I designed offers connecting these new resources to IAPs and rewarded ads, including a battle pass, special and limited-time offers, skin packages, a gem vault and more.
Once all the monetization systems were complete, I designed a spreadsheet with all the sinks and faucets in the game, and refined them to get good value out of value spenders, high spenders and non-spenders.
Since the game wasn't live yet, I fine-tuned economy balance through internal playtesting, recording gameplay simulating behavior of players in these three segments, then adjusting pacing and friction accordingly.
Althought I didn't have a chance to refine these systems using analytics, these changes were able to double D7 retention, quadruple D30, and increase LTV by 950%.