🎮Gamification

To make the user experience as smooth and enjoyable as possible, we have developed a comprehensive gamification system. This page describes the main features implemented in the application.

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Each new user is assigned a small robot companion to accompany them throughout their journey in the application. This robot, which can be customized to a great extent, adds a touch of personalization and uniqueness to the user's experience. Users have the option to associate a variety of items with their robot. Some of these items are purely cosmetic, allowing users to express their individuality and style. Other items serve a practical purpose and are designed to help users maximize their earnings potential within the application.

In addition to its customizability and practicality, the robot also plays a significant role in the social aspect of the application. It enables players to access the statistics of other players, compare themselves with others, and even discover new objects and features. The robot serves as a public representation of the user, a visual representation that motivates players to invest TADA tokens in order to have the most visually appealing avatar.

This behavior of investing in personal avatars to enhance one's social standing and appearance is not unique to this application. It is observed in many popular games, such as Duolingo, Team Fortress 2, Counter Strike, Overwatch, and many others. By incorporating this aspect into the application, users are encouraged to engage more deeply and invest their time and resources to improve their robot companion, making their overall experience more fulfilling and enjoyable.

Energy

We've added an energy system to Ta-da, underpinning a new economic layer. When a user completes a task, he loses a small amount of energy. When the energy runs out, the user can no longer perform a task. He must then replenish his energy either by waiting (energy is distributed to users every time period) or by purchasing a battery to recharge his energy bar. In conjunction with the prize pool and ranking system, we create a virtuous loop where:

Users want to maximize their profit and therefore the number of tokens won. Based on this principle, users will work to increase their number of points and thus have more chances of winning the jackpot. However, working costs energy and users risk being held back by this resource. This therefore encourages them to purchase items and other improvements in the application to increase their energy and thus be able to work more.

Items

As explained previously, users are encouraged to purchase items and improvements to give them the right to work more and therefore, potentially, complete more tasks and earn more points. The table below presents some sample items to give the reader a better understanding of the system:

NameDescription

Battery

Recharges the user's energy bar with a defined amount of energy (examples: 10 energy points, 20 points, 50 points). The bigger the battery, the more expensive it is.

Battery slot

It is a non-consumable item which, once attached to the player, increases the maximum number of energy. As before, the item exists in several more or less powerful variations.

Emotes

New eyes for the player avatar. There is a wide range of them with different rarities.

Ears

Diversified ears for the little robot.

Colors

Diverse, more or less rare colors to customize your robot.

These items have a significant and profound impact on the user strategy, enhancing the overall immersive experience for users. By incorporating these elements, we not only motivate users to make payments and investments in the application but also create opportunities for generating additional revenue and enhancing user retention.

Secondary market

Users can take advantage of the secondary market to sell items they have earned, purchased, or crafted, thereby adding another layer of richness to the application. In addition to acquiring rare items through completing tasks, users can also profit from reselling them. It is important to note that every transaction conducted will be subject to fees, which will not only contribute to the revenue of the treasury, but also contribute to the growth of the prize pool.

Leagues

To further encourage and incentivize users to put in more effort and dedication, a league system will be implemented. This innovative system draws inspiration from popular applications like Duolingo, providing users with a competitive platform where they can showcase their skills. Within this system, users engage in friendly competition with others who are at a similar skill level. At the conclusion of each defined period, typically on a weekly basis, the top 20% of users are rewarded by advancing to the next league, thus allowing them to face even greater challenges. Conversely, the bottom 20% of users are encouraged to regain their momentum by moving down a league. The remaining 60% of users maintain their current league status, providing them with an opportunity to continuously improve and solidify their abilities. Notably, a user's league placement is prominently displayed on their profile, serving as a testament to their hard work and dedication. Furthermore, it is worth highlighting that the user's league ranking not only contributes to their overall ranking within the system, but it also has a direct impact on their potential earnings, adding an extra layer of excitement and motivation to their journey.

The diagram below illustrates a user's journey through various leagues. It begins in the sandbox area, where the user becomes acquainted with the application. The user can then progress to the bronze league and work their way up the ladder until reaching the diamond league. Each league consists of multiple stages, some of which have specific criteria for advancement. For instance, to progress from the bronze league to the silver league, the player must reach a minimum level of 20.

Level & skills

As players complete tasks, they earn experience points, which are used to level up. This information is publicly displayed on users' profiles, motivating them to increase their level. Each time a user levels up, they unlock a skill point that can be allocated to different skills:

  • Endurance: Increases the user's maximum energy level. For example, all users start with a 100-point energy bar. By allocating a skill point to this attribute, the user could have a 120-point energy bar.

  • Agility: Allows the user to gain multiple skill points when leveling up.

  • Luck: Enhances the user's chance of looting items and gifts when performing tasks.

This list provides a brief overview of the level and skill system, but it is not exhaustive. These features add an intriguing layer of strategy for the player.

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