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.
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
Research
Competitor analysis
Other gamified loyalty and location apps.
Playtesting
Sessions on each game to tune difficulty and session length.
User interviews
What brings players back, and what gets them out the door.
Surveys
Game preferences and interest in prizes.
Analytics & retention
Retention and engagement per game and per quest.
A/B testing
Reward and quest variants, such as raffle prizes.
Market research · gamified loyalty apps, 2024
Fishland, Farmland · resource farming, social referrals
MyMcDonald's Rewards · tiered milestones, rolling expiry
Chipotle IQ · time-gated trivia, badges, sweepstakes
adjoe Arcade · third-party play-to-earn
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.
| App | Primary mechanic | Octalysis core drives | 2024 outcome |
|---|---|---|---|
| Temu | Resource farming, virality | CD8 Loss/Avoidance · CD6 Scarcity | Massive DAU, high user fatigue, dark-pattern backlash |
| McDonald's | Visual progress, rolling expiry | CD2 Accomplishment · CD8 Loss/Avoidance | 175M+ active users, 150% frequency increase |
| Chipotle | Time-gated trivia, badges | CD2 Accomplishment · CD7 Unpredictability | 1.6M engagements per event, episodic brand education |
| Fetch Play | Third-party play-to-earn | CD4 Ownership · CD2 Development | 10% LTV boost, $25M distributed reward value |
| Shopee | Match-3, farming sim | CD4 Ownership · CD5 Social Influence | Higher brand loyalty, APAC market dominance |
Gamified apps versus non-gamified equivalents.
Brands that added casual games to loyalty platforms.
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.
Evergreen over episodic
Campaigns like Chipotle IQ spike DAU. Long-term churn reduction comes from permanent mechanics like rolling points and daily streaks.
Experiential rewards protect margins
Badges, status tiers and early access drive behaviour at zero marginal cost, where discounts and free items erode margin.
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




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.
Play
Short, casual, skill-based games built for repeat sessions.
Earn
Objectives yield chests, shared across every game.
Redeem
Chests unlock discounts at partner stores.
Return
Seasonal raffles and competitive games give a reason to come back.
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.

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.
Retention rose to 16% when seasonal raffle prizes were offered.
Lowest on active-behaviour quests, highest on quests about consuming products at the location.
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.
Siloed progress
Points and leaderboards inside each game. Discounts as the only shared reward.
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