Alejandro Melian · Product design
Product design · Lyly Interactive · gamified loyalty app

Lyly
land

A gamified loyalty app that uses casual games and real-world quests to drive foot traffic to partner stores and keep customers coming back to the brands behind them. I led design across the games, the meta-progression and the quest layer, with one programmer and one artist.

Role
Lead game & product designer
Studio
Lyly Interactive
Team
3 on games · 7 on the app
Reach
10k+ active users, Android
01

Problem

Engagement that pays for itself

The problem

Keeping users engaged, and providing incentives profitable enough to change what they do: where they go, what they buy and which brands they return to.

Business goal

  • Drive foot traffic and consumer behaviour towards specific locations, such as partner stores.
  • Keep consumers loyal to specific brands through gamified loyalty programmes.
02

Discovery

Research and findings

Research

01

Competitor analysis

Other gamified loyalty and location apps.

02

Playtesting

Sessions on each game to tune difficulty and session length.

03

User interviews

What brings players back, and what gets them out the door.

04

Surveys

Game preferences and interest in prizes.

05

Analytics & retention

Retention and engagement per game and per quest.

06

A/B testing

Reward and quest variants, such as raffle prizes.

Market research · gamified loyalty apps, 2024

Competitor case studiesTemu · McDonald's · Chipotle · Fetch
Cross-border e-commerce

Fishland, Farmland · resource farming, social referrals

How it works
Users pick a free physical item, then water crops or feed fish to earn it. Water and food come from daily logins, browsing categories for 45–60 seconds, sharing links and referring new users.
What worked
Endowed progress: items hit 80–90% completion in days, creating sunk cost. Forced referrals pushed acquisition costs to historic lows.
What failed
Rewards throttle exponentially near 99%. Items worth about $30 took 8–10 months of daily logins. Loyalty fatigue, brand damage and mercenary users who never made organic purchases.
Outcome
Massive DAU, high fatigue, dark-pattern backlash

Shopee

Shopee Farm and Shopee Candy. 2024 research found a moderate positive effect on brand loyalty and repeat purchases in Indonesia.

Starbucks

Seasonal sweepstakes games: 68% of brand social discussion referenced the launch, across 34.3M rewards members. Custom builds need budgets mid-market brands can't match.

ComparisonMechanics · core drives · outcomes
AppPrimary mechanicOctalysis core drives2024 outcome
TemuResource farming, viralityCD8 Loss/Avoidance · CD6 ScarcityMassive DAU, high user fatigue, dark-pattern backlash
McDonald'sVisual progress, rolling expiryCD2 Accomplishment · CD8 Loss/Avoidance175M+ active users, 150% frequency increase
ChipotleTime-gated trivia, badgesCD2 Accomplishment · CD7 Unpredictability1.6M engagements per event, episodic brand education
Fetch PlayThird-party play-to-earnCD4 Ownership · CD2 Development10% LTV boost, $25M distributed reward value
ShopeeMatch-3, farming simCD4 Ownership · CD5 Social InfluenceHigher brand loyalty, APAC market dominance
Industry benchmarksChurn · sessions · return rate
Churn reduction
up to 22%

Gamified apps versus non-gamified equivalents.

In-app session time
+50%

Brands that added casual games to loyalty platforms.

Returning users next week
86%

Retail cohorts who actively played in-app mini-games.

Adding a game does not make an app loyal by itself. It amplifies the architecture underneath: extractive designs burn users out faster, and user-centric designs build habits faster.

Strategic insights3 takeaways
01

Evergreen over episodic

Campaigns like Chipotle IQ spike DAU. Long-term churn reduction comes from permanent mechanics like rolling points and daily streaks.

02

Experiential rewards protect margins

Badges, status tiers and early access drive behaviour at zero marginal cost, where discounts and free items erode margin.

03

Games collect zero-party data

Users who ignore surveys share preferences through trivia and challenges, feeding segmentation and personalisation.

Key findings

Casual beats long

Engagement was strongest around casual games. Games that needed longer play sessions had lower retention.

Prizes bring players back

Rewarding players with prizes kept them returning to the app.

Competition retains

Retention increased on competitive games.

Quests near the daily route

Users engaged with daily quests set around places near their usual foot traffic.

Most-played games

Crossy Pollo
Crossy Pollo
Señor Bee
Señor Bee
Cosecha Arcana
Cosecha Arcana
La Trivia
La Trivia
03

Iteration

Three systems, one loop
Retention loops & meta-progressionChests · discounts · raffles

Every game feeds one shared economy. In-game objectives earn chests, and chests unlock discounts at real partner stores. Seasonal raffles sit on top, giving players a prize to keep coming back for.

01

Play

Short, casual, skill-based games built for repeat sessions.

02

Earn

Objectives yield chests, shared across every game.

03

Redeem

Chests unlock discounts at partner stores.

04

Return

Seasonal raffles and competitive games give a reason to come back.

Real-world questsTwo quest types

Narrative quests send users to real places to take a photo or read the space for clues to a riddle. Daily quests were placed near the places users already pass through.

Active behaviour

Quests that ask the user to do something on site, such as saying something to staff.

Consumption

Quests built around consuming a product at the location.

Brand partnerships & monetisationSponsors · ads · discounts
Crossy Pollo, a brand-sponsored game, running in the app

Sponsored games

Brand-sponsored casual games such as Crossy Pollo, with competitions around them.

In-game placements

Ads mapped into the game worlds, like the boats and planes in Tiempo de Surf.

Partner discounts

Rewards paid out as discounts at the partner's own stores, so each prize brings a customer through the door.

04

Execution

Results
User retention
11%→16%

Retention rose to 16% when seasonal raffle prizes were offered.

Base11%
Raffles16%
Physical quest engagement
3%–7%

Lowest on active-behaviour quests, highest on quests about consuming products at the location.

Active3%
Consumption7%
Active user reach
10k+

Active users on Android.

What I owned

Games & balancing

Designed, balanced and tested over eight casual games, shipping one every two to three weeks with a modular design system.

Meta-progression

Designed the shared chest economy, partner discounts and seasonal raffles that tie every game together.

Quests

Designed the narrative and daily quest layer that sends users to real locations.

Roadmap · what was missing when I left

A central meta-progression loop

Players had points and leaderboards inside each game, but the app had no central meta-progression around avatars and personalisation. The next step on the roadmap was digital rewards that users earn by using the app and by consuming products at partner franchises.

That way, using the app and engaging with the franchises would both have in-game results, and those rewards cost less to offer than discounts.

Before

Siloed progress

Points and leaderboards inside each game. Discounts as the only shared reward.

Planned

Avatars & app personalisation

One progression across the app, fed by play and by purchases at partner locations. Digital rewards at near-zero marginal cost.

Postmortem

Retention vs churn

The games captured short-term engagement well but needed deeper progression to hold veteran users.

LiveOps upkeep

Content-driven games like La Trivia needed ongoing maintenance, which took a lot of a small team's bandwidth.

Interconnectivity

The games worked too independently. They needed stronger links to each other and to the wider app.

Skills applied

Product
  • Retention loops
  • Meta-progression
  • Gamified loyalty
  • Real-world quests
Craft
  • Game design
  • Balancing
  • A/B testing