For the complete documentation index, see llms.txt. This page is also available as Markdown.

Playability

Use the following guidelines to make your Experiences more immersive, polished, and player friendly!

Experience Page

An Experience page should include written information:

  • An explanation of your game (game type & lore)

  • The main mechanics

  • A brief overview of what players can expect

Example:

Kravir Pocket Camp’s description

In order to drive traffic, creators are setting up competitions with SAND prize pool for the winners.

This is another piece of information that will drive traffic if done properly.

Make sure:

  • It's visible by creating visuals dedicated to the event in your experience page

  • Uses colors that match with the theme of your experience

  • The reward and how to win or earn it is quickly understandable

To make the submission system smooth, it is recommended to create a form for your players to fill in order to deposit a screenshot of their score.

A clever way to do it is to have QR codes for the links of:

  • Upload results

  • Leaderboard

If you are willing to go the extra step, it would be recommended to have a leaderboard asset inside your experience where you can display the names of every week’s winners. It would simply require a quick weekly update.

Display Information in Your Experience

Display Text in Voxel Assets

Display information using moving assets or GIFs & pictures to catch the attention of the players.

This makes it easier to understand what action can be done and how to carry it out.

Text can also be integrated into the asset's design. Pixel/voxel fonts resource: dafont.com.

Example:

Boodle Fight

From left to right: Action required, how to Harvest, and how to Assemble

Create Assets as Menus & "Screens"

Asset

You can pop up information for the player's available actions using an animated asset's list of animations. This maintains immersion and reduces clicks from using other logic for text.

"Screen"

You can display a game "screen" with a menu of options by creating a simple room where the player is teleported and made unmovable. With the player's position in mind, their field of view is filled with carefully positioned elements. This requires testing to ensure elements are positioned correctly when the player is teleported.

The player's view can include:

  • a background made of blocks or NFT image displayed

  • formatted indicator text for keypress triggered options the player can choose from

  • visual elements for the "screen" made of still or animated assets (without collisions)

Example:

The Last Tree Tower Defense

Available player actions appear when
This game menu is a combination of elements positioned close to the player's position when temporary teleported and unmovable in a simple room.

Instructions & Feedback with Assets

Provide instructions for keys or mouse actions with animated assets representing those actions.

Provide player feedback through a progress bar built as an animated asset, which responds to the player's keypresses or mouse clicks.

Example:

Oh Nasi Lemak

Introduction & Tutorial

It is really important that the player quickly understand where he/she has landed.

Depending on the Experience, either an introduction to the Experience, a tutorial, or both is necessary.

Examples:

Donut Play (how to play)

A room is dedicated to providing information to the players on how to play before jumping into the action.

Chicago Noir (Background story)

The game starts with a scene using animated assets that give the story background to the players.

Unlockable Content

In order to increase the retention of players, a solution is to provide them with unlockable content so they have a reason to play over and over again.

This will be improved when The Sandbox integrates a progression system that includes inventory data.

In the meantime, giving a reason for players to play your Experience or its mini games within it multiple times can be easily done through a coin system:

  • When playing a game, players receive coins based on their results

  • After collecting enough coins, players can use them to purchase boosts or wearable items (only available in the Experience)

This rewards players for playing and gives them a reason to stay and start again.

You can also provide rewards for NFTs players own to gain equipment or spawn useful items, visual effects, etc. in the game.

First 60 Seconds of Play

In order for your players to properly start their gaming experience and reduce the likelihood of them quitting early, we recommend that you follow this set of rules:

  • Players should always start with a clear view in front of them. You must orient the spawning point correctly.

  • No immediate hazard should be possible in this area.

  • Have an NPC ready to welcome players to provide essential information, but avoid overuse of text boxes to provide information.

  • If your experience has specific mechanics, provide a section to serve as a hands-on tutorial. If you combine mechanics, break down practice into bite-sized sections.

Example:

Trendy Factory

NPC that welcomes players

No hazard, the player starts the game manually

Tutorial zone at the start of the game

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