moen idle notes

Small games that fit into the gaps of a day.

Notes on idle and casual mobile game design: loops, progression, short sessions, fair monetisation and honest randomness.

Genre

What Makes an Idle Game Work

Idle games ask very little of the player and still hold attention for months. The reasons are mostly in how progress is shown, not in how much happens.

Design

Core Loops and Progression in Casual Mobile Games

Every casual game has a small cycle the player repeats and a longer arc that gives it meaning. Getting the two to fit is most of the design work.

Habits

Designing for Short Sessions Without Wearing Players Out

Most casual play happens in small gaps in the day. A respectful game fits those gaps instead of trying to stretch them.

Business

Free-to-Play and Fair Monetisation

Free-to-play games earn from a minority of players. How they do it decides whether everyone else still enjoys the game.

Psychology

Why Players See Patterns in Random Rewards

Random drops are a staple of RPG design, and players are remarkably good at seeing patterns that are not there. Designers should understand why.

Transparency

Showing the Odds of Random Rewards

When a game sells a chance at an item, the player deserves to know the chance. Publishing odds well is a design skill, not just a legal box.