How 88 players responses guided decisions that increased replayability by 540%

How 88 players responses guided decisions that increased replayability by 540%

G.A.T.I.N.H.O.S. is a tower defense game created as an academic project at the Federal University of Bahia (UFBA), with the goal of combining entertainment, environmental awareness and fundraising for the cats living on the campus of the School of Fine Arts, animals with no institutional support from the university, kept alive only by students and one professor.

Project developed in 6 weeks

Project developed

in 6 weeks

The Problem

From the users

Casual tower defense players abandon games because of repetitiveness, each match is identical to the last, with no real variation.

From the cause

The cats living on campus are in a vulnerable situation, with no institutional support from the university. The cause exists, but has no visibility or scalable fundraising mechanism.

From the product

We needed to build a digital product from scratch that generated real engagement with this audience and converted that engagement into visibility for the cause and donations. On top of that, the project had to align with Fair and Solidarity Trade principles, with at least one axis focused on sustainability and the environment.

Insights from the initial research

The genre was already defined, but before making any mechanics decisions, we ran a survey with 88 respondents to understand where the genre fails and what players actually value. The 3 insights that guided the product priorities:

Repetitiveness is the main reason people quit in this genre

Players want character progression systems

60% play on mobile

Solution (MVP)

We defined an MVP where each feature was mapped to a product need.

Random card system

Random card system: each match is different, fights repetitiveness without increasing development scope; came directly from the research insight

Resolution designed for mobile

Campus cats as the main characters

Wireframe

The wireframes were built in Figma without pixel art intentionally. Working in free resolution before entering the pixel grid allowed us to explore layout and information hierarchy faster, without being constrained by pixel art scale limitations.

Gameplay Loop

The core challenge of the loop was to create a cycle that was infinite without being repetitive. The solution was a random card system triggered between rounds: at the end of each round, the player can buy three randomly drawn cards that upgrade the cats with different abilities and attributes.

What the beta revealed

We launched the beta to the 88 participants of the initial research. To measure the experience, we used two approaches: a structured feedback form and an analytics tool to collect player metrics, tracking time in game, button clicks, wins, losses and skipped tutorials.

What the beta revealed

We launched the beta to the 87 participants of the initial research. To measure the experience, we used two approaches: a structured feedback form and an analytics tool to collect player metrics, tracking time in game, button clicks, wins, losses and skipped tutorials.

Problem

Solution

The game was too easy

59.1% of players found the level easy or very easy

Full game rebalancing.

Creation of a cat specialization system to increase strategic depth.

Solução

Problema

The tutorial was being ignored

52% of players skipped the tutorial, creating a barrier between the player and the game.

Problema

Solução

Tutorial integrated into the game flow.

A talking cat that interacts with the game and the player during rounds, without creating a barrier.

Nobody was coming back to play

The "play again" button was clicked only 25 times in 294 sessions.

Implementation of a ranking system with score based on completion time.

Creating competition between players and a concrete reason to try again.

Problema

Solução

Players were using cats randomly

The game did not show what each cat did before the player bought it, causing frustration when buying the wrong cat.

Creation of a detail page for each cat.

With a short story and context, making it easier for the player to understand if a cat fits their playstyle or not.

Problema

Solução

Final results

The numbers compared to the beta show the direct impact of each decision made from the data.

Antes

Depois

0,04h

0,04h

average time per player

0,23h (+420%)

0,23h (+420%)

average time per player

25

25

"Play again" clicks

160 (540%)

160 (540%)

"Play again" clicks

52% skipped the tutorial because it was "annoying", even without understanding the game

52% skipped the tutorial because it was "annoying", even without understanding the game

Players reported better understanding of how to play after the tutorial was integrated into the game

Players reported better understanding of how to play after the tutorial was integrated into the game

38,9%

38,9%

considered the levels "Balanced"

62,5%

62,5%

considered the levels "Balanced"

19,4%

19,4%

of game sessions were completed

53,2%

53,2%

of game sessions were completed

302

Players

R$ 55

raised for the cats

Learnings

Research was key to the final outcome of this project. The first round, with 88 players, defined where to focus before any screen was designed. The second, with 122 players, revealed what needed to change before launch. Without them, we would have shipped a repetitive game, with an ignored tutorial and no reason to play a second time, exactly the problems the data forced us to fix.