[πŸ€ 2x Luck!] Kick A Lucky Block Β· Teardown & Clone Reference
Lucky Soccer Β· Roblox Β· Teardown & Clone Reference Β· July 20, 2026

Kick A Lucky Block

The shortlist's most-loved game β€” rating 99.1%, the best in the category. The card asked "why, with maximum mechanic and 99% love, doesn't it scale". The session answers and adds what the storefront can't show: this is the most complete room we've torn down. It has literally everything we lack β€” an active roll, an idle economy, a return machine of a dozen hooks, a 450-card Γ— 4-finish collection, manufactured recurring events, and a gapless price ladder β—ˆ9β†’β—ˆ1799. This teardown is about what to take from that room.

01

The core idea: Kick pushes the "room" to the limit β€” and its live online (2,104) is still below ours (2,649) despite Γ—7 our cumulative visits. The lesson isn't "the room doesn't matter", but more precisely: a maximal room buys love, spend depth and retention β€” but does not guarantee scale. Its growth came from traffic (brainrot virality) that is now receding. For us this is a ready blueprint: an idle layer, an active "kick instead of a button", a D2 menu, a manufactured recurring server event, a β—ˆ9β†’β—ˆ1799 ladder with honest pity β€” the things that turn a visit into 99% love and into a β—ˆ1799 whale.

Part A Β· Overview

Overview

Why the category's most-loved game trails us on live online β€” and why its room should still be copied whole.

00 / Executive Snapshot

The room is maximal. The door is narrow. Copy the room

Five prior teardowns asked "which mechanic saves you". Kick closes the question from the other side: it has everything at once β€” an active roll via a kick, tsunami-survival, an idle plot, rebirth, a 450-card collection, a dozen D2 hooks, manufactured recurring server events, a gapless price ladder. And all of it produced 99.1% rating and 6% fav/visit β€” level with us on love. But its live online is below ours. So the room isn't about scale; it's about love, spend and retention. And it's all transferable.

Takeaway 1 Β· What to take

There are three systems here we don't have at all

An idle plot (a card on the plot drips $/s, offline income up to $615B/Day) β€” we have no idle layer. An active roll β€” a kick sends the block down a field where further = rarer, then "RUN!" from the tsunami (Speed decides) β€” a direct answer to our passive match. A return machine β€” a streak +10%/day (top 66 days), a 7-day calendar, a playtime ladder, pity. Three blueprints for our three biggest holes.

Takeaway 2 Β· Why it's loved
  • The roll is an action. You kick the block with aim and force (Power = distance β†’ rarer card), then run from the tsunami. Not a button.
  • Progress is always visible: an offline $/Day banner on every entry, growing live $24.7M β†’ $615B.
  • Love is bought directly: "Auto" is locked behind Like + Join Group, "Add to favorites?" pops at a moment of joy β€” hence 99.1%.
  • Pity is honest: Secret Pity 0/50 β€” a guaranteed Secret in 50, the number on screen.
Takeaway 3 Β· Where we are, where they are

We trail on cumulative traffic β€” and lead on live online.

Kick has Γ—7 our visits (13.6M vs 1.94M) and Γ—6.5 favorites β€” but that's the past (7 weeks of brainrot virality). Its live online is 2,104 vs our 2,649 β€” we're ahead Γ—1.26. Fav/visit is near-equal (6.0% vs 6.4%). So its room is better and the inflow has stalled. Our growth lever is the door (thumbnail/discovery); we take its room as a blueprint.

99.1%
rating Β· best in the shortlist
$615B
offline income /day by session's end
β—ˆ1,799
spend ceiling Β· Γ—14 our β—ˆ129
450Γ—4
cards Γ— finish + a Secret tier
Take: the idle plot ($/s offline) Take: kick instead of a button + "RUN!" Take: the D2 menu (streak+calendar+playtime+pity) Take: the manufactured server event (Lava) Take: the β—ˆ9β†’β—ˆ1799 ladder + impulse at friction Take: Squads (nation = set-bonus) Take: pity as honest transparency Check: the near-solo 5-server β€” don't copy blindly

Live numbers: them vs us

One snapshot, both games, 20.07.2026, 18:37 (+03:00) β€” the same slice as the rest of the shortlist. In-game numbers (prices, income, odds) are read off the 20.07 session recording, 19:47–20:37.

MetricKick A Lucky BlockGrow a Soccer Club (us)Gap
Online2,1042,649us Γ—1.26
Visits13,562,1541,944,532them Γ—6.97
Favorites813,193124,875them Γ—6.5
Fav / visit6.00%6.42%near-equal
Rating99.1%91.41%them +7.7
Spend ceilingβ—ˆ1,799β—ˆ129Γ—14
Players per server512us Γ—2.4
Born27.04.202615.06.202649 days older
What this changes about the task

We're no longer looking for what they lack. They have it all

Against Build A Soccer Squad the "we're loved more" argument worked. Against Kick β€” no: 99.1% vs our 91.4%, and on favorites it beats us Γ—6.5. The only metric level is fav/visit (6.0% vs 6.4%): both games are the most loved in the category per visit. Hunting for something broken is pointless; we need to study the machine we still have to build.

And the machine is huge: active roll, idle, rebirth, a 450-card collection, ~10 D2 hooks, events, a spend ceiling to β—ˆ1799. That's not one feature β€” it's the whole missing half of our game.

Honest calibration

Room β‰  scale

The uncomfortable truth: for all its room, Kick doesn't out-online us (2,104 vs 2,649), though it's 7 weeks older and gathered Γ—7 the visits. We even convert visits into current online better (2,649 / 1.94M vs 2,104 / 13.6M).

The lesson isn't "don't build the room". It's: the room buys love and money, the door buys scale. Kick maximized the first, the inflow gave the second and stalled. We need both β€” and it hands us the room for free, as a blueprint.

HUD: offline income, Secret Pity 0/50, spin, calendar, gift, chest, Daily Streak +10%
One screen β€” a dozen return hooks. A streak +10% income, spin, gift box, chest, daily calendar, Secret Pity 0/50, offline income, Codes, Squads. We don't have a single piece of this return machine.
Plot: Messi cards +400.6k/s, offline $25.3B/Day, pedestal $9.4M Level 21>22
An idle layer we don't have at all. A card sits on the plot and drips $/s; offline income $25.3B/Day and rising all session. A card level-up is $9.4M (Level 21β†’22). The roll here is a way to improve the farm.
Hub: limited cards Neymar Rainbow 468/999, Secret Messi 185/200 3 days, The Goat +50%
A whale chase on scarcity. Limited Robux cards with stock and a timer: Neymar 468/999 (+$19.584M/s), Secret Messi 185/200 (a 3-day event), The Goat (+50% to all income). Scarcity + countdown = perpetual chase.
Part B Β· Gameplay

How it's played

The roll here isn't a button β€” it's a kick with aim and a run from the tsunami. Plus the first minutes and why they're so loved.

01 / Core Loop

Kick β†’ card β†’ "RUN!" from the tsunami β†’ onto the plot β†’ $/s β†’ rebirth

The core is a lucky-block tycoon, but with an active roll. You kick the block ([E]/the Kick button); it flies down a field where tiers are laid out near = common, far = rarer; Power = kick force/distance, and the field has 2X/3X/5X/6X LUCK zones. The block bursts β†’ a card (finish Γ— rarity + $/s) β†’ the tsunami "RUN!" fires and you must run (Speed decides). You place the card on the plot β€” it drips money, money goes into upgrades and rebirth.

Clarity 7/10Activity 9/10"Juice" 9/10
01
Kick the block[E]/Kick. Aim + Power = distance β†’ rarer card. 2X–6X LUCK zones on the field
02
A cardFinish (Normal/Gold/Diamond/Rainbow) Γ— rarity (Common…Eternal + Secret) + $/s
03
"RUN!" from the tsunamiA wave sweeps the arena, you run β€” Speed decides. Cards roll on the run
04
Onto the plot β†’ $/sThe card drips money, including offline. A card level-up is a cash sink
05
RebirthReset Speed/Power for Γ—1.5 money and Γ—1.25 power forever β†’ a bigger loop
GIFKick field: the Kick button, rarity tiers receding down-field (Common near, rarer far), an aim ring
The roll as a kick. You stand in the "Kick Zone" and kick β€” the block flies down a field where rarity tiers recede (Common near, rarer far), with 6X LUCK zones on the way. Power = distance. This is "one action instead of a button", which our passive roll lacks.
GIFThe kick: a lucky block flies a galaxy lane, COMMON and Secret (???) float up
The reveal moment. The block flies the lane, COMMON / Secret (???) float up β€” the rarity resolves in flight. Pinned to the top always: 0.05% Secret Chance and a pity counter. One kick = one card.
Tsunami: red RUN!, the arena floods, a Garnacho Gold Common +$187/s card rolled
The second mechanic β€” active survival. After the kick a red "RUN!", the arena floods with a wave β€” you must run (Speed decides). Cards roll on the run (here a Gold Common Garnacho +$187/s). This is exactly the "active layer" our match lacks.
Reveal: Normal Lewandowski Mythical +$100k/s, 92 ST
The rarity ceiling. Normal / Lewandowski / Mythical / +$100k/s. The rarity ladder is 10 tiers to Eternal plus Secret; the finish (Normal/Gold/Diamond/Rainbow) is a separate axis. A card = finish Γ— rarity.
Input

A kick with aim; Power pulls the block further (rarer card), Speed saves you from the tsunami. Two inputs into one roll β€” far more than our "spin the dice".

Feedback

The offline income $/Day is pinned to the top and grows the second a card lands on the plot ($24.7M β†’ $615B a session). Plus "RUN!", the rarity flash, sound. Lots of "juice".

Decision

The key fork is push-your-luck: kick further β†’ rarer card, but the wave is faster too, and without Speed you "can't escape" β€” the card is lost. Risk vs reward right in the roll. Plus: which card to place, when to rebirth. Not rich tactics, but the player is constantly deciding something β€” unlike us.

02 / First session

A daily reward, the first plot and "add to favorites" β€” within minutes

Onboarding is aggressive and all about return/love: spawn β†’ the 7-day calendar pops (+ an Unlock All upsell) β†’ "place a card on the plot" β†’ "buy your first weight" β†’ Welcome Offer β—ˆ29 β†’ an engineered "add to favorites?" prompt at a moment of joy. Plus free OP cards locked behind quests (play 15 min + collect 5 + join the group).

Engagement 8/10Gates many
7-day calendar: D1 Musiala 88 … D7 Maradona 99 EXCLUSIVE, UNLOCK ALL
The calendar pops in the first minute. D1 Musiala 88 β†’ D4 +5 spins β†’ D7 Maradona 99 "EXCLUSIVE / OP". "Rejoin daily for rewards!". And right there they sell Unlock All for β—ˆ99 β€” money to not wait 7 days.
Welcome Offer: 75,000 cash + 1 Legendary Card + 2x Power 10 min for β—ˆ29
First purchase β€” β—ˆ29. 75,000 cash + 1 Legendary Card + 2Γ— Power [10 min]. A starter at the moment the player has just grasped the loop. We have no first offer at all.
The trick that explains the 99.1% rating

Right after the player takes the free first weight, a "Do you want to add … to favorites?" pops β€” a favorite request right at the peak of joy. Plus the Auto button is locked behind Like + Join Group, and free cards (Haaland, Rainbow Messi) are behind a like/join. Love here isn't a side effect but a bought mechanic. Hence 99.1% and 6% fav/visit. We should likewise ask for the favorite at the jackpot moment, not stay silent.

Part C Β· Economy & progression

How money and growth work

Idle income, two progression axes feeding the kick, a rebirth prestige, and a collection that closes our content cliff.

03 / Progression

Speed and Power feed the kick, rebirth is prestige

Two axes feed the active roll: Power (kick force/distance β†’ rarer card) and Speed (outrun the tsunami). Both are bought, both reset on rebirth β€” which grants +0.5Γ— money and +0.25Γ— power forever. A classic prestige, wired onto the active loop.

Depth 8/10Legibility 6/10
AxisWhat growsHow and how muchWhat it gives us
SpeedSurviving the tsunamiSPEED stall: +1 = $125 cash OR 9 gems, ~$22.5k by level 35 (26 lvls β‰ˆ $140k)A reason for the "run" β€” an active layer over the roll
PowerKick force/distancePOWER stall (cash) + earned from kicking; it's the rebirth currencyA skill link: train power β†’ kick further β†’ rarer card
WeightsPower/s passively14 tiers, FREEβ†’β—ˆ1799, dual price Robux OR cash; Robux weights survive rebirthA whale ladder far above our ceiling (see Monetization)
RebirthMultipliers foreverGate 1,000 Power; resets Speed + cash weights; +0.5Γ— cash, +0.25Γ— Power; SKIP for R$49A prestige loop; top leaderboard is 248 rebirths
Weights stall: Small Ice +187 Power/s for β—ˆ199 OR $7.2M β€” dual price
Dual price β€” grind OR Robux. "Small Ice +187 Power/s" costs β—ˆ199 OR $7.2M. The whole 14-tier weights ladder works this way: grind cash or pay. And Robux weights survive rebirth β€” that's where the whale sits.
Rebirth: Before x1 β†’ After x1.5 money, x1 β†’ x1.25 power, gate Power 751/1k, SKIP R$49
Rebirth prestige. Γ—1.5 money Β· Γ—1.25 power forever, gate 1,000 Power. "Resets Speed + Weights, keeps Robux weights". And right there SKIP for R$49 β€” they sell the press itself. A double confirm against an accidental reset.
04 / Economy

Idle income β€” the thing we don't have at all

The economy is a steal-a-brainrot tycoon: a card on the plot drips $/s, total offline income is shown by a banner and grows inflationarily ($24.7M β†’ $615B/Day a session). Cash goes into card levels, Speed, Power and weights. The roll is a way to get a better card onto the plot. We have no idle layer at all β€” a structural hole.

ResourceSourcesSinksTakeaway for us
Cash ($)Idle income from the plot (offline $/day), rollsCard levels ($10β†’$9.4M), Speed, Power, weightsIdle income = a reason to come back tomorrow; we have none
Gems (⬑)Rewards/eventsRandom gamble, alt-price for SpeedA second soft currency for gambling
SpinsDaily, quests, playtime, calendarThe wheel (cards/cash)A return currency: banks between sessions
Robux (β—ˆ)PurchasePasses, dev-products, weights, rebirth skipA β—ˆ9β†’β—ˆ1799 ladder with no gap
Plot: cards Pedri +363/s, Musiala +286/s, pedestal $229 Level 1>2
The idle-economy unit. A card on a pedestal drips its $/s (here Pedri Rainbow +363/s, Musiala +286/s); the Rainbow finish drips more. A level-up is a cash sink ($229 Level 1β†’2), and by level 21 it's already $9.4M.
Index: finish tabs Normal/Golden/Diamond/Rainbow, Collect 25 Cards β†’ +3 Spins 13/25
Inflation reined in by the collection. Offline $615.6B/Day, yet progress is tied to the index: finish tabs Normal/Golden/Diamond/Rainbow, milestones "Collect 25 β†’ +3 Spins". The money piles up by itself β€” the gate is in the collection.
05 / Collection & content

450 cards Γ— 4 finishes + Secret β€” their answer to the content cliff

The top of progression at Kick doesn't cut off: a 10-tier rarity ladder (Common β†’ Uncommon β†’ Rare β†’ Epic β†’ Legendary β†’ Mythical β†’ Divine β†’ Celestial β†’ Cosmic β†’ Eternal) plus Secret above, and an orthogonal finish axis (Normal/Gold/Diamond/Rainbow). That's 450 cards Γ— 4 variants. On top β€” a Fuse Machine (fusing toward a Secret) and The GOAT, a stock event that eats the whole ladder.

Depth 9/10Transparency 6/10
The rarity ladder (10 + Secret)

Common Β· Uncommon Β· Rare Β· Epic Β· Legendary Β· Mythical Β· Divine Β· Celestial Β· Cosmic Β· Eternal β€” plus Secret (0.05%, pity counter 0/50). Income grows by tier: Uncommon +286/s β†’ Diamond MbappΓ© +236K/s β†’ Eternal Garrincha +34.3B/s. Plus finishes Normal/Gold/Diamond/Rainbow (Rainbow drips more). Our top of progression is a cliff; theirs is hundreds of cells over months.

Content sinks

The GOAT β€” a deposit event: hand in cards across the whole ladder (Common 0/75 Β· … Β· Eternal 0/1) β†’ a 100/100 card "+50% to all income". Fuse Machine β€” fuse six cards "For Secret ???". Collect all Secrets β€” a wall of cells. This holds the player after money stops being the problem β€” exactly our unresolved "what to do at the top".

Adjacent layer Β· Squads

Nation as a set-bonus β€” ready-made "chemistry" for us

A separate Squads system: place cards of one nation on the plot β€” the set grants a bonus (Brazil = +10% income Β· France = +8% luck Β· England = +15% offline Β· Argentina = +15% rebirth at 3 cards; only different cards count, sets stack). We already have nations, but they sit as a passive chemistry bonus. Squads is a ready recipe for turning them into a collection goal.

Part D Β· Retention & monetization

What returns you and what sells

The most valuable part: a return menu of a dozen hooks and a price ladder with no gap β€” take both as a blueprint.

06 / Retention β€” the menu

A dozen return hooks in one game

This is what made going inside worth it. Kick doesn't hold with one feature β€” it stacks hooks in layers: daily, in-session, luck-pity, offline+events. Each is simple alone; together they're the fullest D2 machine of all our teardowns. The leaderboards confirm it: top streak 66 days, top playtime 21 days 6 hours.

D2 machine 9/10HUD overload high
The return menu β€” what brings them back tomorrow
Click the tabs. All numbers and timers are read off the 20.07 recording. We have none of these hooks β€” it's a ready menu the team can pick from.
Reset once a day β€” a direct reason to come back tomorrow.
Login streak
+10%/day
An income bonus for each consecutive day. Top of the leaderboard is 66 days (it compounds).
7-day calendar
D7 = Maradona 99
D1 Musiala β†’ D7 Maradona 99 "EXCLUSIVE". They sell Unlock All for β—ˆ99 β€” money to "not wait".
Spin wheel
24h
Odds 50% $1k Β· 20% +2 spins Β· 15% $5k Β· 10% $10k Β· 5% Bellingham Β· 0.2% Cruyff.
Three independent daily timers. We have zero.
Hold you inside the session β€” and punish leaving.
Playtime ladder
up to 1:51
3 spins β†’ 2Γ— Money 10m β†’ Rare 21m β†’ 5 spins 36m β†’ 2Γ— Luck 15m β†’ Epic 1:21 β†’ Legendary+2Γ—Money 1:51. "Leaving Resets Gifts!"
Quests
+15 spins
Rebirth 1Γ— Β· Open 25 Lucky Blocks Β· Play 15 min β†’ +15 spins.
Gift + chest
timers
A gift box and chest on short countdowns β€” a constant drip of rewards.
"Leaving Resets Gifts!" β€” anti-churn in plain text: leave and you lose the ladder.
Gambling + an honest floor: guaranteed after N tries.
Secret Pity
0/50
A guaranteed Secret in 50 β€” the counter is always on screen. Honest transparency, no hidden chance.
Secret Chance
0.05%
The base Secret chance, pinned to the top (the storefront advertises "1%" β€” marketing).
2x Luck / LUCK zones
β—ˆ149 / 6X
A paid luck multiplier β—ˆ149 + 2X–6X LUCK zones on the kick field.
Pity is what we lack: a guarantee softens the pain of bad luck and holds you.
Return beyond the session + manufactured events.
Offline income
up to $615B/day
A banner on every entry; the leave screen: "Come back later to see your offline progress!"
Lava / Galaxy Event
on a timer
A server event "LAVA EVENT IN 9:36 β†’ ACTIVE 14:54"; Galaxy β€” "rainbow cards spawn more".
Limited cards
3 days
Secret Messi 185/200, Neymar 468/999 β€” stock + countdown = FOMO chase.
The Lava Event is a manufactured recurring server event β€” exactly our post-World-Cup task.
A direct link to our task

A manufactured recurring event. Our World Cup trump was spent by the 19.07 final, and the synthesis named the next task "our own recurring event to replace it". Kick shows a cheap template: a server Lava/Galaxy Event on a timer β€” the arena floods, everyone "RUN!", rare cards drop more often, the countdown is visible. No FIFA needed β€” the event is born from code and repeats itself.

07 / Monetization

A ladder β—ˆ9 β†’ β—ˆ1799 with no single gap

Two lessons at once. First: the price ladder is continuous from β—ˆ9 to β—ˆ1799 β€” it fully closes our β—ˆ39β†”β—ˆ109 gap and runs Γ—14 above our β—ˆ129 ceiling. Second: almost everything sells as impulse at the friction moment β€” Random Card on the gamble tile, Unlock All on the calendar, Rebirth Skip on the gate, spins at the wheel.

Ladder 9/10Transparency 6/10Like+Join gates many
8 gamepasses β—ˆ29 – β—ˆ269two starters, three "2Γ—", VIP, Mega
PassWhat it givesPrice
Starter PackA starter (the bottom rung)β—ˆ29
Starter Pack (2)A second starter (2 cards +$42/s & +$125/s + $5k)β—ˆ39
Pro PackFoden +$2.8k/s, Messi +$1.9k/s + $50kβ—ˆ49
2x PowerΓ—2 kick force [forever]β—ˆ99
2x MoneyΓ—2 income [forever]β—ˆ129
2x LuckΓ—2 roll luck [forever]β—ˆ149
VIP+25% income + chat tagsβ—ˆ199
Mega Boost2Γ— Money + Power + Luck forever ("save β—ˆ108 / 29%")β—ˆ269

β—ˆ49 and β—ˆ99 sit right inside our β—ˆ39β†”β—ˆ109 gap, and Mega Boost β—ˆ269 is double our ceiling. Eight rungs, no gap.

Dev-products + impulse β—ˆ9 – β—ˆ1799cards, cash, weights, skips β€” at friction
ItemWhat it isPriceWhere it's sold
Player cardsGriezmann +$1.6k/s / Haaland +$27k/s / MbappΓ© +$76k/sβ—ˆ9 / 29 / 59Shop
Neymar Rainbow Limited+$19.584M/s, stock 468/999β—ˆ129Limited pedestal (scarcity)
Cash$10k / $100k / $1Mβ—ˆ9 / 19 / 29Shop
Random CardA random cardβ—ˆ9On the gamble tile (impulse)
Welcome Offer75k + Legendary + 2Γ— Power 10mβ—ˆ29First purchase
Unlock AllUnlock the whole 7-day calendarβ—ˆ99On the calendar (impulse)
Rebirth SkipSkip the rebirth gateR$49On the rebirth gate (impulse)
Weights (14 tiers)+Power/s, Robux weights survive rebirthβ—ˆ19 … 1799Weights stall (Robux OR cash)

The spend ceiling isn't β—ˆ269 but β—ˆ1799 (the top weight). The Robux ladder runs continuously β—ˆ9β†’β—ˆ1799. And a private server β—ˆ50/mo. Every native dialog pushes a bundle of 500 Robux (β—ˆ400 struck) for €5.99.

Passes shop: 2x Power β—ˆ99, Pro Pack β—ˆ49, 2x Luck β—ˆ149, Starter β—ˆ29/39, 2x Money β—ˆ129, Mega β—ˆ269, VIP β—ˆ199
A wall of 8 passes β—ˆ29–269. Two starters, three "2Γ—", VIP, Mega Boost. The lower rungs β—ˆ49/β—ˆ99 sit in our gap; our whole ladder β—ˆ6–129 fits into their bottom.
FOREVER passes: 2x Money β—ˆ129, 2x Power β—ˆ99, 2x Luck β—ˆ149
"FOREVER" β€” three multipliers. 2Γ— Money β—ˆ129, 2Γ— Power β—ˆ99, 2Γ— Luck β—ˆ149 (a paid odds booster). Plus Mega Boost β—ˆ269 stitches all three at a discount β€” the "buy the bundle cheaper than three separately" trick.
Spin wheel: odds 50% $1k, 20% +2 spins, 15% $5k, 10% $10k, 5% Bellingham, 0.2% Cruyff
The wheel odds are disclosed. 50% $1k Β· 20% +2 spins Β· 15% $5k Β· 10% $10k Β· 5% Bellingham Β· 0.2% Cruyff. Plus Secret Pity 0/50 β€” where it matters, the numbers are shown. More transparent than the category average.
08 / UX

What works, what gets in the way, how to fix it

The active loop and feedback are strong. The weak spot is overload: a dozen timers on the HUD and "Like + Join" gates at every step.

Feedback 8/10Activity 9/10Overload high
WhatWorksGets in the wayFix for us
RollKick with aim + Power-distance + LUCK zones β€” a real inputThe skill is shallow (mostly "kick further")Take "kick instead of a button"; even this depth beats our passive match
TsunamiActive survival, "juice", Speed is meaningfulCan't be skipped; on low Speed it's "too slow"Fix our match with a role/run, not an auto-sim
HUDOffline income and streak always visible~10 timers compete for attentionTake 3–4 hooks, not ten; don't drown the screen
GatesLike+Join drive the rating (99.1%) and the groupAuto and free cards are locked behind a social action β€” pushy at timesAsk for the favorite at the jackpot moment; but don't lock the core
TransparencySpin odds, Secret Chance, pity β€” shownNo full roll-rarity tableOur Tuesday odds release + pity makes us more honest
Part E Β· Pacing & conclusions

Pace, transfer and verdict

Where the loop holds, what to carry into the prototype, and the score we give the category's most complete room.

09 / Pacing

The active loop holds higher and longer than the passive competitors

Unlike Draft and BASS, Kick's loop is active at every step (kick β†’ run β†’ place β†’ upgrade), so the plateau comes later: the player is always doing something, and idle income + D2 hooks top up the dopamine. The one pit is grinding Power for the first rebirth (power farming). The peaks are the first kick+tsunami, the first big roll, the Lava Event.

high mid low ↑ engagement / "something to do" boredom threshold β†’ quit risk 01124 4350 min kick+tsunami Β· 3m rebirth+big roll Β· 24m Lava Event Β· 43m grinding Power for rebirth Β· 20m
line β€” engagement by minute green zone β€” the active loop red zone β€” grind/pit

How to read the chart. X = session minutes, Y = "how much there is to do". The loop is active almost the whole time (a wide green zone), so the line stays high. The one pit is farming Power for the first rebirth: routine buying with nothing new. The peaks are on events (first kick+tsunami, rebirth payout, Lava Event). Takeaway for us: an active loop + manufactured events hold pace noticeably steadier than a passive competitor.

Minute-by-minute pace map

TimeWhat happensStateWhy
00–11First kick, tsunami "RUN!", first plot, calendar + Welcome OfferGrowthActive loop + onboarding jackpots
11–24Grinding Power for rebirth, buying Speed/weightsPitRoutine farming with no new content
24–43Rebirth payout, big rolls (Mythical), rising offline incomeGrowthPrestige payout + a visible $/day jump
43–50Lava Event, limited cards, loop repeatsEventThe server event tops up a peak; then it's a repeat
Conclusion and cure
  • For pace: the active roll (kick+run) holds the line high β€” take it into our match/roll.
  • For peaks: manufactured server events (Lava/Galaxy) β€” a cheap replacement for the WC window.
  • Soften: the Power-grind pit β€” don't copy the long farm for the first rebirth with no rewards along the way.
10 / Transfer to the prototype

What to take, what to leave alone

Kick is the single richest source of transferable systems of all our teardowns. The order: first the things we structurally lack (idle, the D2 menu), then the active roll, then the price ladder.

Worth copying

  • The idle plot β€” a card drips $/s, offline income + a "come back later" screen. Our biggest structural hole.
  • The active "kick + RUN!" roll β€” aim/Power + a run (Speed). The answer to our passive match.
  • The D2 menu β€” a streak +10%/day, a 7-day calendar, a playtime ladder, pity.
  • A manufactured server event (Lava/Galaxy) β€” a replacement for the WC window.
  • The β—ˆ9β†’β—ˆ1799 ladder + impulse at friction β€” closes our gap and reaches whales.
  • Squads (nation = set-bonus) β€” turn our passive nations into a collection goal.

Don't copy

  • The near-solo 5-server β€” we have 12, a stronger social layer; don't squeeze into solo.
  • The HUD overload (~10 timers) β€” take 3–4 hooks, don't drown the screen.
  • Locking the core behind Like+Join β€” asking for the favorite is fine, locking Auto/cards isn't.
  • The long Power grind for the first rebirth with no rewards along the way.
PrioritySystemWhyMinimum buildQA criterion
P0An idle layer on the plotA structural hole: we have no reason to "come back tomorrow to check"A card on the stadium drips $/s + offline accrual + a return screenShare of second same-day entries rises
P0The D2 menu (streak + calendar + pity)The fullest return machine in the categoryStreak +%/day, a 7-day calendar, a pity counter on the rollD1β†’D2 retention ↑
P1The active "kick + RUN!" rollThe answer to our passive matchA roll through an action (aim/force) + a short survivalIn-session retention ↑ vs a passive match
P1A manufactured server eventA replacement for the spent WC windowAn event on a timer: a modifier + a countdown on screenOnline peak in the event window
P1A β—ˆ ladder + impulse at frictionThe β—ˆ39β†”β—ˆ109 gap, the β—ˆ129 ceilingRungs β—ˆ49–199 + "skip/unlock" at the moment of waitingRevenue from rungs below β—ˆ129 > 0
P2Squads (nation = set)Bring passive nations to lifeA one-nation set on the lineup β†’ a bonusShare collecting full sets
10.5 / Prototype direction

What to build first

Kick confirmed it: the missing half of our game isn't "one more mechanic" but an idle layer + a return machine. We build those first, on top of the Tuesday odds release (adding pity).

Build order

NowThe D2 menu: streak +%/day + a 7-day calendar + a pity counter on the roll (pity straight into the Tuesday odds release)
Week 1An idle layer: a card on the stadium drips $/s + offline accrual + a "come back tomorrow" screen
Week 2An active "kick/run" roll + a manufactured server event on a timer + rungs β—ˆ49–199 at friction

Hypotheses to test

  • The idle layer raises the share of second same-day entries (our hole #1).
  • Pity on the roll softens churn from bad luck.
  • The active roll holds in-session longer than a passive match.
  • Do not confirm: that a rich room alone gives scale β€” Kick showed it doesn't (its online β‰ˆ ours at Γ—7 visits).
ProblemWhy it hurtsMinimal fixHow to verify
No idle layerNo reason to "come back tomorrow to see how much piled up"A plot with $/s + offline + a return screenD1β†’D2 retention
A passive matchThe player builds and watches; no agencyA roll/match through an action + a short survivalIn-session retention
The WC window is spentThe FIFA calendar no longer gifts windowsA manufactured server event on a timerOnline peak in the event window
The β—ˆ39β†”β—ˆ109 gap, β—ˆ129 ceilingMid-spenders and whales find nothing to pay forRungs β—ˆ49–199 + impulse + a top SKUDistribution of spend across rungs
11 / Score & Verdict

The category's best room β€” and a whole blueprint for us

Kick isn't about "why them, not us". It's a catalog of systems we still have to build: idle income, an active roll, a return machine, a collection for months, manufactured events, a gapless price ladder with honest pity. And all of it produced 99.1% love. The only thing the room didn't give is scale: its live online is below ours. So we take the room as a blueprint and look for growth at the door.

9/10
Core Loop

Active kick+run+idle β€” the richest loop in the category

7/10
Onboarding

Aggressive, quest gates, "add to favorites" at a moment of joy

8/10
Economy

Deep idle + prestige + a card sink; inflationary

6/10
UX

~10 timers and Like+Join gates drown the screen

9/10
Retention

The fullest D2 machine of all our teardowns

9/10
Monetization

Gapless β—ˆ9β†’β—ˆ1799, pity, impulse at friction

Aβˆ’

Take almost everything: the idle plot, the active "kick+RUN!" roll, the D2 menu with a streak and pity, a manufactured server event, the β—ˆ9β†’β—ˆ1799 ladder with impulse, Squads. Don't copy: the near-solo server, the HUD overload, the core locked behind Like+Join. The honest caveat: the room is maximal, but scale comes from the door β€” its online is below ours at Γ—7 visits. We build the room to this blueprint and look for growth in the thumbnail.

Next steps

  • The D2 menu (streak + calendar + pity) β€” pity straight into the Tuesday odds release.
  • An idle layer on the stadium + offline income + a return screen β€” our hole #1.
  • A manufactured server event on a timer β€” a replacement for the spent WC window.
  • Don't copy the solo server or a HUD drowned in ten timers.