add on the monetization slide your monetization plan
variable rewards
getting to the end
finding lost people
problem-solving
having fun
being creative - learning about the history
creating positions = seeing what happens
puzzle solving
cut scene after you have completed
player gets currency for finishing mission
build expectations and waiting
unlocking outfits
Encouraging words: congrats! Wow! Hot Damn! That looks chill
Seeing level up of the items
Restore peace -
player changes the environment and creates a change
ability to go back to play a different version
ability to interact with animals that are new to the game
Story-based - once you reached the end you can reclaim the land
sense of completion by meeting new enemies or bosses- getting drops from them as you conquer
you are seen as a hero: cut scene
see your level-ups: review inventory
review how much you have completed: mapping
stats reviewed
secret treasures
Character leveling up - character art changes - wow factor
Levels > defeating a boss will be rewarding and you collect a reward. showing the level complete
Restoring peace - for a mental health game - unlocking - statement like a mantra - meditation opportunity - destress moment
puzzle solving, problem solving > fun, thinking more about the situation to give yourself a plan to progress through the game naturally: Ranking system. Win Screen, Win Quote
Shop: upgradable items, in game currency to purchase or earn after a date complete, not needing to purchase
animation for best out of the best with sparkles - collect gems
ability to hang out longer and increase attraction. - a visual to see if the date is more attracted to you.
instant feedback to conversation
opportunity for the other character to protect you on an adventure - loyalty
getting to the end of the story mode - this will have an animation of a music festival party, throughout the game there are cut scenes, currency for finishing the scene.
negative feedback is harsh when not following the beat in a rhythm game: off key music, sending back to earlier in the music score, the character gives feedback like "what did you say?"
Trophy display and milestones earned, icon pops up and tells you about the trophy you won.
death animation sets us back to nearest checkpoint
trying out different weapons on an enemy
challenge list to complete, upgrade tools