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MobileFitness / Social Competition

🥾 Stompers

-Competitive step tracking game where daily movement becomes a social leaderboard battle.

Live

My Role

Lead Game Economy & Systems Designer

Responsible for designing and balancing the competitive progression loop, reward structures, and long-term engagement systems.

What I Personally Built

  • Trophy progression system tied to daily rankings
  • League structure and promotion/demotion logic
  • Reward distribution balancing (boxes, power-ups, cosmetics)
  • Bundle value logic and pricing structure
  • Power-up valuation model
  • Simulation sheets for progression pacing
  • Economy health monitoring model
  • Sink vs source balancing system
  • Daily engagement loop optimization

Key Systems Owned / Influenced

  • Daily Room Competition System
  • Trophy Reward Track
  • Box & Pack Drop
  • Power-Up Economy
  • Apparel Collection Logic
  • Duplicate → Patch conversion system
  • Step → Reward velocity balancing
  • League Incentive Loop

🧩 Challenges Solved / Design Goals

1️⃣ Motivation vs Burnout

Design had to keep players walking consistently without making lower-activity users feel punished. Solution: relative ranking rooms instead of global leaderboard dominance.

2️⃣ Fair Competition

Real life step counts vary dramatically between users. Solution: room-based matchmaking and trophy distribution tiers.

3️⃣ Long-Term Engagement

Daily step competition alone loses novelty. Solution: layered progression systems including trophies, leagues, reward tracks, cosmetics, and power-ups.

4️⃣ Source vs Sink Balance

Too many rewards reduce competitive tension. Too few rewards reduce motivation. Solution: structured reward pacing with controlled currency velocity and visible milestone rewards.

Impact

  • Improved retention via structured progression

  • Increased daily return rate through trophy milestone rewards

  • Balanced reward inflation through sink control

  • Clear competitive identity per player

    (Exact KPIs under NDA)

Economy Complexity

High , 7.5/10 Multiple overlapping systems with competitive pressure and social incentives.

Tags

#Mobile #FitnessGame #GameEconomy #PvPSystems #LiveOps #RetentionDesign