$20,000.00
out of $20,000.00 reached0 days to go
Funding ended on 15 Dec 201671 Backers
view all backersProjected build time:
2 months
Introduction
Sumo roll will be an app faucet game (made for both IoS and Android in Unity), where users will be controlling their character with simple taps, to avoid obstacles, and get as far as possible. It will follow the principles of the addictive skill runner/tap games which are one of the most popular and profitable app games these days.
Players will gain in-game coins, based on the progress they make and the further they get the more coins they will be getting. Users will be able to convert and cashout these coins into satoshi (bitcoin), basically allowing them to earn while playing a fun addictive game, at which they can get better and better at. This not only removes the boring factor while usually haunts faucets, but it also makes the game fun and addictive for users. Even if they are not playing it for the possibility of earning real cash from it, the game can be fun for anyone, expanding its reach and profitability.
As far as monetization goes, since it is a mobile game, there are far more (and far more profitable) monetization options compared to a typical website faucet, which typically struggle to make any considerable profits.
Gameplay
Users will play the game as an endless level of obstacles, and the further they get, the better they will be rewarded. The mechanics of the game are addictive, yet very simple users simply have to tap (click) to make their character jump (or double jump) over obstacles, which get increasingly difficult.
There
will be various obstacle types: different sized static blocks and
randomly appearing moving obstacles - sumo enemies which have
different characteristics such as movement pattern, speed, size. This
will make the game both challenging and not repetitive, but at the
same time allow player to hone their timing skills in order to be
able to get as far as possible.
Users will get different
amount of coins for each tile traversed, based on how far they
are (i.e. 1-100 tiles they get 1 coin/tile, 101-200 tiles they get 2
coins/tile...).
Monetization/gameplay sessions
User get 3 chances to play the game each day, and after using those chances up they either have to wait 30 minutes before getting their next chance or watch a rewarded video ad to get another chance immediately.
After
dieing/hitting an obstacle they will be able to either claim their
winnings, or continue their attempt at where they stopped, by
watching a rewarded video ad. This will give them a huge incentive to
watch ads as it will increase their chances of earning more via the
faucet.
There will also be some interstitial, preroll and
banner ads shown to the user at various points in the game to
maximize any revenue we get from players. This will help increase
both the faucet profitability for users, as well as investors of the
project.
Monetization via offerwalls will also be included,
giving users a chance to win additional in-game coins.
Faucet Claim Procedure
Users will be able to spend their coins on various claim packages - the more expensive the package the higher chances it will have of giving a user one of the bigger faucet claim rewards. This will incentivize users to play more and keep coming back, in order for them to maximize their earnings with the faucet.
To make the claim procedure fun and interesting, it will be a simple animation, where the character will roll a certain distance and based on the distance, the user will get one of 5-tier claim rewards.
Faucet reward money management
To ensure that the faucet will be both very attractive to users as well as remain profitable, we will be implementing a reward system that will distribute the reward funds in such a way that there is always rewards available to claim for users. The funds allocated to these pools will be based on advertising earnings the faucet has made. We will be experimenting between various ratios to ensure we can get the most profit out of the faucet while keeping the most users engaged and happy with the earnings.
The claim packages will each have a different chance of winning one of the following rewards:
Mini
: 0.0002x of fund pool - minimum 50 satoshi
Medi: 0.001x of
pool, min 250
Large: 0.005x of pool, min 1250
Huge: 0.02 of
pool, min 5000
Mega: 0.1 of pool, min 25000
Basic
money distribution plan:
Admins will set an amount of faucet cash
pool rewards for each day, which will be divided into 24 hour
segments. The claim rewards will be relative to the current prize
fund pool - ensuring there's always a prize that can be claimed.
By also setting a minimum claim reward (even in case where the pool
has been drained to a point where the relative amount is smaller), we
will also ensure the faucet remains attractive for users at all
times. And the minimums are set at rates which will with the extra
traffic cover the minimum amounts easily, which were not covered by
the preset pool fund fully.
This way of money management will ensure there will always be a fair amount of money to claim, no matter the time zone, or how often you come back in a day as well as make sure we are not sending - extra traffic away or prohibiting them to claim at least some minimum amount, which we can be sure to get back with their traffic value easily.
Other parts of the build:
- Social sharing rewards
- social bragging/sharing
- referral incentives
- automatic bitcoin cashouts
Additional potential upgrades to the game:
- increase of player rolling speed as extra difficulty
- introduction of hot zones where users get more coins for a specific time period
- purchase in-game upgrades that improve your chance of getting further in the game
- pickup upgrades within the game
- cloning the faucet into a web faucet
This project can be funded in portions of $10.