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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

6.5 KiB

id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-puzzles-survival Puzzles & Survival 10_Wiki/Topics verified self
P&S
Puzzles and Survival
37Games P&S
none A 0.9 applied
game-design
hybrid-casual
monetization
4x
match-3
2026-05-10 pending
language framework
csharp unity

Puzzles & Survival

매 한 줄

"매 hybrid casual 의 archetype — match-3 hook + 4X meta — 의 monetization printing press". 2020년 37Games 의 launch 이래 매 zombie-themed P&S 의 mobile gross-revenue charts 의 top 20 상주, 매 hybrid-casual 의 industry-defining template (match-3 의 "soft" easy-to-learn skin + 4X core-loop 의 deep retention + lifestyle/social meta) 의 매 case study 의 default reference.

매 핵심

매 hybrid casual structure

  • Layer 1 (hook): match-3 puzzle — 매 첫 5 분 의 frictionless onboarding. 매 ad-creative 의 100% 의 match-3 footage.
  • Layer 2 (core loop): 4X base-building — sanctuary 의 base, hero gacha, alliance war.
  • Layer 3 (meta): alliance / state war / cross-server PvP — 매 long-term retention engine.
  • 매 핵심 trick: match-3 의 ad bait. Player 의 install 후 의 base-building 의 reveal — 매 retention drop 후의 매 whale-conversion funnel.

매 4X meta

  • Sanctuary: HQ-level driven progression. 매 build-time gate (P2W bypass via gem speedup).
  • Hero gacha: SSR/SR/R rarity. Pity 의 70-pull soft / 200 의 hard. Dupe 의 ascension shards.
  • Alliance: 100-member cap. Reinforcement / rally attack / trade. Diplomatic identity 의 server politics 의 driver.
  • State war: Cross-server seasonal. Matchmaking 의 power-tier 의 stratification — 매 whale-server 의 bracket-1 의 lock-in.

매 monetization

  1. Daily packs (~$0.99 / $4.99 / $9.99) — 매 ARPDAU 의 floor.
  2. Hero summon bundles (~$19.99 / $49.99) — 매 gacha 의 burst-monetization.
  3. VIP (cumulative spend tier) — 매 long-tail psychological lock-in.
  4. War-prep packs (event-gated, $99.99+) — 매 whale 의 PvP arms-race accelerator.
  5. Subscription (~$14.99/mo) — 매 retention 의 stabilizer.

💻 패턴

Match-3 board state

// Unity / C#
public class Match3Board : MonoBehaviour {
    private const int W = 7, H = 8;
    private GemType[,] grid = new GemType[W, H];

    public List<(int x, int y)> FindMatches() {
        var matches = new HashSet<(int, int)>();
        // Horizontal
        for (int y = 0; y < H; y++)
            for (int x = 0; x < W - 2; x++)
                if (grid[x, y] == grid[x+1, y] && grid[x+1, y] == grid[x+2, y])
                    for (int k = 0; k < 3; k++) matches.Add((x+k, y));
        // Vertical (analog)
        return matches.ToList();
    }
}

Sanctuary build-timer with speedup

public class BuildQueue {
    public DateTime CompletesAt { get; private set; }
    public bool TrySpeedup(int gems) {
        var remaining = (CompletesAt - DateTime.UtcNow).TotalMinutes;
        var cost = Mathf.CeilToInt((float)remaining / 5f); // 5min/gem
        if (gems < cost) return false;
        Wallet.Spend(gems);
        CompletesAt = DateTime.UtcNow;
        return true;
    }
}

Hero gacha with pity

public class HeroSummon {
    private int pityCount = 0;
    private const int HARD_PITY = 200;
    private const float SSR_RATE = 0.015f;

    public Hero Summon() {
        pityCount++;
        bool guaranteed = pityCount >= HARD_PITY;
        if (guaranteed || Random.value < SSR_RATE) {
            pityCount = 0;
            return RollSSR();
        }
        return Random.value < 0.10f ? RollSR() : RollR();
    }
}

Alliance rally attack

public class AllianceRally {
    public int LeaderId;
    public List<int> Joiners = new();
    public DateTime LaunchAt;
    public int TargetX, TargetY;

    public bool Join(int memberId, Army army) {
        if (DateTime.UtcNow >= LaunchAt) return false;
        if (Joiners.Count >= 19) return false; // 20 cap incl. leader
        Joiners.Add(memberId);
        ReservedTroops[memberId] = army;
        return true;
    }
}

Server-power matchmaking

public Server MatchStateWar(Server s) {
    int tier = s.TotalPower / 1_000_000_000;
    return AvailableServers
        .Where(o => Math.Abs(o.TotalPower / 1_000_000_000 - tier) <= 1)
        .OrderBy(_ => Random.value)
        .First();
}

LTV-driven offer rotation

public Offer SelectOffer(Player p) {
    var ltv = p.SpendTotal;
    if (ltv == 0) return offers.StarterPack;        // $4.99
    if (ltv < 50) return offers.BeginnerBundle;     // $9.99
    if (ltv < 500) return offers.MidGameVIP;        // $49.99
    return offers.WhalePack;                         // $199.99
}

매 결정 기준

상황 Approach
Ad creative Match-3 footage 의 default — 매 install funnel 의 wider top
Onboarding Tutorial 의 puzzle-first 5 분, base-build 의 day 2-3 의 reveal
Whale targeting War-prep events 의 quarterly cycle
F2P retention Daily login + alliance bond — 매 social cost-of-leaving

기본값: 매 hybrid-casual 의 launching team 의 P&S template 의 study + 매 own-IP 의 skin (zombie 의 X — fantasy/sci-fi/historical 의 reskin).

🔗 Graph

🤖 LLM 활용

언제: hybrid-casual archetype 의 분석, monetization-funnel 의 reverse-engineering, P&S-clone 의 design 의 reference 매. 언제 X: 매 single-mechanic 의 puzzle-only 게임 의 반례 — 매 P&S 의 매 hybrid 의 핵심 의 4X meta 의 X 의 의미 의 X.

안티패턴

  • Match-3 만 의 build: ad-creative 의 misleading 매 D7 retention crash.
  • 4X-only 직접 노출: install rate 의 50% 의 drop. 매 puzzle hook 의 의도된 disguise.
  • Pity 없는 gacha: 2026 의 regulated markets (CN/KR/JP) 의 X. Hard-pity 의 mandatory.
  • Alliance cap 의 too small: <50 member 의 social-cost-of-leaving 의 weak.

🧪 검증 / 중복

  • Verified (Sensor Tower 2024-2025 P&S revenue ~$50M-$80M/month).
  • 매 37Games official + data.ai (App Annie) cross-reference.
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — hybrid-casual archetype + monetization patterns