The category's breakout: 18 days old, already #3 by concurrents among football RNG games, and it tripled its visits in two days. We went in asking whether an active draft retains where Flags' active quiz did not. The answer is on its screen — and it is not about the mechanic. This teardown is about what they actually built in 18 days, which numbers are on the screen, and what to carry into "Grow a Soccer Club".
01
The core idea: the draft here is a real decision (pick one of four, a slot can be "position taken", two kinds of rerolls), and it is honestly livelier than our passive roll. But the draft is not what keeps the player. The clock does — bolted on top: 24-hour dailies, a 7-day login streak with a hard lock until tomorrow, a match cap that grows with level, a queue of unspent packs, and a 561-card index. Exactly what our synthesis called the winners' recipe — "they hold with time, not a mechanic" — assembled in 18 days. We have a draft equivalent (the roll). We have almost none of the clock.
Part A · Overview
Overview
Why an 18-day breakout beats us into the funnel 4.7× faster — and why we still beat it 49× on favorites.
00 / Executive Snapshot
The draft is their face. Their product is a return machine
Across a 44-minute session the loop exhausted itself: by the end there was "nothing left to do", it all felt "the same". And that is not a verdict on the game — it is the clue. The loop's novelty lasts one session; what pulls the player past it is timers: dailies, a streak, a match cap. The draft sells the first session. The clock sells the second. We are strong on exactly the first half and nearly empty on the second.
Takeaway 1 · What holds
"Come back tomorrow" is written here four different ways
24-hour dailies (Draft 10 Teams, Draft 7 88+ Overall, Play 1 Hour) + a 7-day login streak with rewards D1 $1,000 → D7 gold pack and a hard 23:59:43 lock after you claim + a match cap that grows with level (0/1 → 0/2) + a queue of 8 unspent packs. That is the D2 machine we do not have. The draft decision has nothing to do with retention.
Takeaway 2 · Why it grows
The draft is an active decision. Each roll = country+year; from it, 4 players; you place one in a 4-3-3. A slot can be "POSITION TAKEN".
Chemistry reads live: four links (Country, League, Club, Compound), a blue line between players, +OVR before your eyes.
The thumbnail is an EA FC clone: Messi 99, Ronaldo 100, Neymar 98 with a PAC/SHO/PAS row. Recognized in 0.3s — hence the CTR.
The title prefix as a lever: in two days they swapped [CODES] → [CONSOLE] — A/B-testing the title for discovery.
Takeaway 3 · Where we are, where they are
Their door is wider and opens faster. The room is still ours.
They are 18 days younger and grow visits four times faster (+174% vs our +37% over two days). But on favorites we beat them ×49 (124,875 vs 2,545), and on visits we are still ahead ×1.66. The gap is at the entrance (discovery/thumbnail), not in retention. Meanwhile their spend ceiling is ◈599 vs our ◈129, and their price ladder densely fills our gap. There is plenty to take.
18 days
old · already #3 by concurrents
+174%
visits in 2 days · us +37%
×49
more favorites for US
561
cards in the index · 3 owned
Take: the 7-day login streakTake: 24-hour dailiesTake: the "pick 1 of 4" draftTake: visible chemistry + position penaltyTake: ◈39/◈49 reroll at the friction momentTake: the whale chase (Legends 0.5%)Take: codes as a return channelDon't copy: the passive cupCheck: empty timed shop — friction with no payoff
Live numbers: them vs us
One snapshot, both games, 20.07.2026, 18:37 (+03:00) — a single slice so the ratios don't drift. Online was read at the US daytime peak (15:37 UTC), not the overnight trough — fairer to their CCU.
Metric
Soccer Card Draft
Grow a Soccer Club (us)
Gap
Online
6,069
2,649
×2.3
Visits
1,171,423
1,944,532
us ×1.66
Visit growth (2 days)
+174%
+37%
them ×4.7
Favorites
2,545
124,875
us ×49
Rating
93.6%
91.41%
them +2.2
Fav / visit
0.22%
6.4%
us ×29
Spend ceiling
◈599
◈129
×4.6
Players per server
16
12
us ×1.3
Born
03.07.2026
15.06.2026
18 days younger
What this changes about the task
We asked "does an active mechanic save you". The answer: the clock does
Five prior teardowns already hinted at it: an active mechanic without a time layer does not hold (Flags is a quiz, but D2 is zero). Draft is the adjacent test: the decision exists (the draft beats our roll), but what holds the player is the streak + dailies + match cap. So the game confirmed the synthesis rather than refuting it.
The only metric where we "trail" is visits — but visits count re-entries, and their whole build is designed to make players re-enter. Their low fav/visit (0.22%) is the price of high return frequency, not weakness. The metric punishes exactly what we need to learn.
Our comparison's twin
The same move as Build A Soccer Squad — but with D2
Draft is essentially squad-building from BASS, but with an active draft instead of a handout and, crucially, with the daily loops BASS lacked ("progress resets when you leave"). In 18 days they took the cohort leader's best idea and closed its retention hole.
They A/B the title prefix too, like the leader: [CODES] → [CONSOLE] in two days. Our mirror move: [World Cup RNG] → [WORLD CUP NOSTALGIA] on 20.07. In this category the title is a controllable discovery lever, not decoration.
The thumbnail is a direct EA FC clone. Messi 99, Ronaldo 100, Neymar 98 with a PAC/SHO/PAS/DRI/DEF/PHY row. Recognizable Ultimate Team look + top names = high storefront CTR. Ours sits at <2% — there's the benchmark.
The built squad is the "room". 90 OVR, Messi 100, Modric 99; special cards punch past 100 on stats. Around it, other players' captain cards glow as auras. The social layer is visible before the first click.
The panel we don't have. Daily Quests with a 23:51:06 countdown to refresh: Draft 10 Teams, Draft 7 88+ Overall, Play 1 Hour. Above it, an OVR leaderboard. That is a second visit manufactured from nothing.
Part B · Gameplay
How it's played
The draft loop, the first minutes, and why the "choice" here is shallower than it looks.
01 / Core Loop
Roll a country → pick 1 of 4 → build the XI → the cup plays itself → pack → captain
The core is not "spin and watch" — it is build a squad by deciding. Each roll yields a Team-Year (country + year); from it, four real players, and you place one into a 4-3-3. Then the cup plays automatically and pays by how deep you go, the pack gives a captain card, the captain boosts chemistry — and the next draft is stronger.
Clarity8/10Decision depth6/10"Juice"7/10
01
Roll a Team-YearA country+year drops (Argentina 2022). Rolls are limited: "1 LEFT"
02
Pick 1 of 4Four players from that national team. You place one. "POSITION TAKEN" if the slot is full
03
Build the 4-3-3Chemistry across 4 links raises OVR. Wrong slot — OVR penalty
04
The cup plays itself7 matches vs Team-Years. Passive simulation, score only
05
Reward → pack → captainCash + pack + rerolls by depth. Captain card into the collection
GIF
The draft moment. The roll produced Argentina 2022, and from it four players (Messi 100 among them). You pick one; there is no decision timer. A red arrow leads the tutorial. This is "one decision instead of watching" — what our passive match lacks.
GIF
The reroll economy.Brazil 2014, squad building. At the bottom: ROLL "1 LEFT", Reroll Players "1 LEFT", a QUICK ROLL: OFF toggle. Rolls are a limited resource; speed costs ◈99.
Input
Roll → pick 1 of 4 → drag into a slot. Two resources are limited: Roll (change the whole country+year) and Reroll Players (refresh the four from the same country). Skipping the animation costs Quick Roll ◈99.
Feedback
Team OVR and two add-ons — +Captain Bonus and +Chemistry — are pinned to the top and recompute the same second. The blue link line between players and "POSITION TAKEN" read without explanation. The feedback is done well.
Decision
The decision is shallower than it looks: you almost always take the highest OVR if the position is free. Depth comes only from chemistry (build 3 from one country/league) and "POSITION TAKEN" narrowing the four late in the squad. This is "choice for its own sake" at 6/10, not chess.
02 / First session
One big button, the decision on the very first roll
The FTUE walks you with a red arrow through ~8 steps and never lets you get lost: DRAFT TEAM → ROLL → pick a player → build the XI → cup → open a pack → cards → equip a captain. The first real decision — "pick 1 of 4" — lands on the very first roll. Spawn to decision is ~2 clicks.
Engagement8/10Pace7/10
"POSITION TAKEN" — the whole depth of the draft in one phrase. When a slot is full, a card in the four greys out and cannot be placed. Late in the squad the choice collapses to one or two options — the only real fork in the decision.
The first built XI — 89 OVR. Messi 100 up top, an even mid-tier across the flanks. Team OVR is roughly the average of placed cards, lifted by chemistry. This is the "permanent best lineup" the game returns to.
The first 3 minutes, step by step
Spawn → the big yellow DRAFT TEAM (the only active button) → ROLL → Argentina 2022, pick Messi 100 → the next roll starts itself → build 11 → the cup played itself (5-1-1, +4) → a "Premium" pack reward → open → Eduardo 81 GK Silver → equip as captain. The player makes the first decision before understanding the rules — and that's right.
Part C · Economy & progression
How money and growth work
Four progression vectors, a closed cash loop, and stores that ask for Robux exactly at the friction moment.
03 / Progression & meta
OVR, chemistry, level and a 561-card index
Growth runs along four axes at once, and that holds "one more draft" longer than a single bar would. The main content reservoir is a 561-card index across six tiers; early on 3/561 are owned. That is exactly the top of progression where we have a cliff.
Depth8/10Legibility7/10Level goal clarity3/10
Axis
What grows
How
What it gives us
Team OVR
Squad strength
Drafting the best cards + chemistry across 4 links (Country/League/Club/Compound); +18…+28 observed
A direct leaderboard goal; an axis to compete on publicly
Chemistry
Individual card OVR
3 players from one country/league/club → a big boost; the captain adds a permanent same-country bump
Legible depth: a "blue line" between players — copy the visualization
Level
Match cap
XP for playing; Level 1→10 in a session; the match cap grew 0/1 → 0/2
A soft daily cap that returns; but what the level gives is unclear, even to the player
Index
Collection
561 cards, 6 tiers (Silver/Gold/Diamond/Crystal/Champion/Exclusive); only captains are permanent
Top of progression as a checklist — heals our content cliff
The index: 3/561. Six tiers, a grid of 80 OVR base cards. The top of progression as a hundreds-deep collection — exactly what we lack up top. No pool odds shown here, though.
Cash upgrades.Drop Luck 0/40 (+3%/lvl, up to +120%) and Money Multiplier 0/40 (+5%/lvl, up to +200%). Start: +1 = $1,000, +5 = $5,000. Roll speed is not here — it is locked behind the ◈99 gamepass.
The cost doubles by mid-tier.Drop Luck 7/40 (+21%) already costs +1 = $2,000, +5 = $14,000. The curve is tuned so cash is always "just short" — the classic income-vs-next-tier gap.
04 / Economy
Cash from the cup → into upgrades → better cup. Rerolls are the second currency
The economy is closed and transparent: the cup pays cash, cash goes into Drop Luck / Money Multiplier, upgrades give "better rewards from matches" → the cup pays more. In parallel runs a soft currency — rerolls — that gates draft quality.
Resource
Sources
Sinks
Takeaway for us
Cash ($)
Cup reward, scaling with OVR and depth: x376 → x511 → x1123 → x2364; streak/dailies
Drop Luck, Money Multiplier (both to level 40)
One sink for two bars — simple and clear; but few sources → a late-game drought
Rerolls
Dailies (5, 15), cup (x2), streak
Team Reroll (change country+year), Player Reroll (refresh the four)
A soft currency on decision quality — exactly the lever our roll lacks
Robux (◈)
Purchase
Gamepasses + dev-products (see Monetization)
A dense ladder, sold at the friction moment
Packs
Cup, streak, dailies
Open → captain card into the index
Reward-as-currency: a pack beats cash because it moves the collection
GIF
Pack → captain card. Gold "2018 Bernardo Silva" 87 RM. The animations are identical for everyone, a slight delay before a strong card — "juice" at a minimum. On the right, AUTO SKIP! blinks — the button leads straight to the ◈49 purchase.
The cup pays by depth. A 2-1-1, +3 run → x376 cash + an SDB silver pack. Deeper and with higher OVR pays more: a 7-0 gave x2364 + 2 rerolls + a diamond pack. The reward scales honestly; the way in is a passive simulation.
05 / Stores & storefronts
Two shops: a timed stall and a three-tab Store
They ask for money carefully but smartly: they sell impulse for Robux at the friction moment. Below are both storefronts by row; the numbers are read off the screen.
A rotating stock at the "Shopkeeeper" NPC, hotkey "E"
—
"Shop refreshes in 01:50" — refresh roughly every 2 minutes
RESTOCK
"Stock Refresh" dev-product — refresh the stock instantly
◈39
Selling impulse for impatience right on the timer
Throughout the session the stall stayed empty on every visit — "sent to the shop to receive nothing". The monetization here leans on the emptiness: the only thing you can press is a paid restock. That is both a technique (impulse) and a risk (friction with no payoff, it annoys).
Store · FEATURED tabLIMITEDLegends Pack · disclosed 0.5%
Item
What it gives
Odds
Note
Legends Pack
"Owned legends can appear in drafts when their country is rolled"
0.5%
Maradona 106 CM (stats 104/105/107/109/…); a LIMITED badge
The only place in the whole game that shows a numeric chance. And it is also the top of progression for a whale: an owned legend re-enters its country's draft pool, giving perpetual chase value. Our Tuesday odds release makes us more honest than them on the same field.
Store · GAMEPASSES tab◈49 – ◈5994 passes · a description on each
Pass
What it gives
Price
Where it's sold
Auto Skip
Skip the pack-open animation
◈49
Contextually, on the "AUTO SKIP!" button while opening a pack
Quick Roll
Fast roll + skip the roll animation
◈99
In the draft, at the QUICK ROLL toggle
VIP
2× Roll Luck + an exclusive chat tag
◈339
The GAMEPASSES tab
2X Drops
2× drops from matches
◈599
The tab (shown "UNAVAILABLE" at the moment)
The REROLLS tab was empty at capture time — prices unreadable, marked qualitatively. Every native purchase dialog also offers a bundle of 500 Robux (◈400 struck through) for €5.99.
The timed stall. "Shop refreshes in 01:50", a RESTOCK button. Empty stock + a paid restock = monetizing impatience. The technique works, but it borders on annoying.
The only odds on screen — 0.5%. Legends Pack, LIMITED, Maradona 106. Whale chase + transparency in one item. Other packs are "PREMIUM/BASIC" with no numbers.
The pass ladder. VIP ◈339 (2× roll luck), Quick Roll ◈99, 2X Drops ◈599. The two lower levers (◈49/◈99) sit right inside our price gap.
Part D · Retention & monetization
What returns you and what sells
Here's the heart of the teardown: a four-layer return machine and a price ladder that closes our gap.
06 / Retention — the heart
Four "come back tomorrow" layers on an 18-day-old game
This is what made going inside worth it. Draft holds the player not with the loop (the loop is spent by minute 40) but with stacked timers. Each is weak alone; together they are a working D2 machine, which we do not have at all.
D2 machine8/10Depth (vs Spin)6/10
Layer
How it works
What it shows the player
Our equivalent
Dailies
3 tasks, reset in 24h: Draft 10 Teams → 5 rerolls, Draft 7 88+ Overall → 5000 cash, Play 1 Hour → 15 rerolls
A 23:5x:xx timer and progress bars that carry between sessions
After claiming D1 the next lock is 23:59:43. One reward per real day
none
Match cap
The match limit grows with level: 0/1 → 0/2 (Level 3→10)
A soft daily ceiling — "that's enough for today, come back"
none
Pack queue
Unspent packs pile up in the backpack (8 by session's end)
"Open me" — an unclosed loop pulling you back
partial
The 7-day login streak. D1 $1,000 → D4 $5,000 → D7 ×2 gold pack. Tomorrow's reward is shown in advance — like Spin. This is the largest of the four return levers.
A hard lock until tomorrow. Claim D1 and D2 goes onto 23:59:43. One reward per real day, no way to speed it up. This is a literal second visit, wired into the calendar.
Honest calibration vs Spin a Soccer Card
Draft is a mid-tier D2 machine, not the benchmark. The category king (Spin) anchored its streak to idle income: a "See You Tomorrow" screen showed tomorrow's money, and the whole economy dripped offline. Draft has no offline income, no "See You Tomorrow" money preview, and the loop repeats by late game. So they are stronger than us but weaker than Spin — and that's the door. Build the streak+dailies plus our live layer and a tomorrow-reward preview, and we can leapfrog Draft, not chase it.
07 / Monetization
A ◈39 → ◈599 ladder, sold at the moment of pain
Their price ladder densely closes exactly the gap that yawns in ours (we have nothing between ◈39 and ◈109, ceiling ◈129). And two lower levers are not in a menu but sold as impulse at the friction moment: the restock on the empty shop's timer, Auto Skip on the slow pack-open.
Ladder8/10Transparency3/10Pressurelow
Monetization ladder — three ways to ask for Robux
Click the tabs. All prices and wording read off the screen on 20.07. On the left, our ladder for comparison: ◈6 · ◈10 · ◈13 · ◈20 · ◈39 · ‹gap ◈39↔◈109› · ◈109 · ◈119 · ◈129 (ceiling).
Sold NOT in a menu, but at the second of friction — where waiting hurts most.
Stock Refresh
◈39
Instantly refresh the empty stall. The RESTOCK button sits right on the "01:50" timer.
Auto Skip
◈49
Skip the reveal animation. "AUTO SKIP!" blinks exactly during the slow pack open.
Quick Roll
◈99
Fast roll. Pops up at the QUICK ROLL toggle when rolls run out.
Both lower levers (◈39, ◈49) sit right inside our empty zone ◈39↔◈109. And they charge not by greed but by timing the sale.
Permanent upgrades. The ◈599 ceiling is 4.6× above our ◈129.
Quick Roll
◈99
Speed and roll-skip — the only way to speed up the draft (not in the cash upgrades).
VIP
◈339
2× Roll Luck + an exclusive chat tag. A mid lever we don't have.
2X Drops
◈599
2× drops from matches — the spend ceiling. Shown "UNAVAILABLE" at the moment.
Even an 18-day-old game holds a ◈599 ceiling and three levers above our ◈129. Our spend hits a wall where they still have two rungs.
The top of progression for a whale — and the only place with a numeric chance.
Legends Pack
0.5%
LIMITED. Maradona 106 CM. An owned legend re-enters its country's draft pool — perpetual chase value.
This is their answer to the whale vacuum: expensive, limited, with a disclosed chance. Our Tuesday odds release lets us make the same chase more honest than them.
What's done smartly
Selling at the friction moment. Restock on the empty shop, Auto Skip on the slow pack, Quick Roll on run-out rolls. The game doesn't hide the buy button in a menu — it slips it in right where waiting hurts. This transfers to us directly.
Where the risk is / where we're more honest
There's almost no transparency. A numeric chance appears only on the Legends Pack (0.5%); other packs are "PREMIUM/BASIC" with no numbers, and the index shows no pool odds. Our odds-disclosure release on Tuesday makes us more transparent than the category's breakout — that's an argument, not catch-up hygiene.
08 / UX
What works, what gets in the way, how to fix it
Onboarding and feedback are strong. The weak spots are where form outruns substance: the empty shop, fake "rewards", the [CONSOLE] prefix with no console UX.
Feedback8/10Legibility7/10Friction5/10
What
Works
Gets in the way
Fix for us
Draft
Instant OVR recompute, "POSITION TAKEN", the blue chemistry line
The decision shrinks: almost always "take max OVR"
Take the chemistry legibility; add a cost of a mistake so the choice is worth more
Cup
The reward scales with depth
Fully passive — you build and watch
Fix our match with a role/gate, don't copy the simulation
Shop
The rotation creates a mini-FOMO
Empty stock on every visit; "sent there to be given nothing"
If we build a timed shop — put real stock in it, else it's friction
Map "rewards"
"Like & Join Group" pedestals pull toward a social action
A "you got something" popup that gives nothing
Don't copy fake feedback — it undermines trust in real rewards
[CONSOLE]
A magnet word in the title for discovery
No real console UX: no gamepad prompts, no hotkeys; "Swipe to look around" = touch
The title is a discovery lever (we already play this), but don't pass SEO off as a feature
Part E · Pacing & conclusions
Pace, transfer and verdict
Where the loop runs out, what to carry into the prototype, and the score we give an 18-day breakout.
09 / Pacing
Three fast peaks — and a repetition plateau by minute 30
The loop gives three short spikes (first draft, cup reward, pack open) in a 3-5 minute cycle. But the cycles are identical, and by ~minute 30 a plateau sets in: "it's all the same". Past the plateau the player is held not by the loop but by the clock — which confirms the thesis again.
line — engagement by minutegreen zones — ramp-up (new territory)red zones — plateau / repetition
How to read the chart. X = session minutes, Y = "how much there is to do". Green dots = novelty peaks (first choice, first reward, unlocking the streak). Red dots = plateau: the draft→cup→pack cycles repeat with nothing new, and below the dashed line quit-risk rises. Takeaway for us: dilute the loop with an event, and return players with the clock; Draft does the second and not the first.
Minute-by-minute pace map
Time
What happens
State
Why
00–09
First draft (Messi 100), first cup, first pack, equipped a captain
Growth
Every step is new territory; decision before rules
09–18
Shops, upgrades, unlocking the streak/dailies, chemistry
Growth
New systems unfold one after another
18–30
Draft → cup → pack → upgrade, repeat
Plateau
The cycle is understood and identical; the reveal "juice" is the same for every card
30–44
More rolls, more packs, an empty shop on every visit
Boredom
Nothing new, "nothing to do"; only the daily/streak timer holds
Conclusion and cure
Against the plateau (boredom): dilute the loop with an event — Draft has none of this, we have the WC live layer (our unspent trump).
For the return: set the clock — streak + dailies; those, not the loop, hold Draft past minute 44.
Don't copy: the passive cup and the empty timed shop — they add minutes but not engagement.
10 / Transfer to the prototype
What to take, what to leave alone
Not "make it similar" but assemble the load-bearing systems in the right order: first the clock (cheapest of all, and it closes our main hole), then the draft decision, then the price rungs.
Worth copying
The 7-day login streak with a hard lock until tomorrow and a tomorrow-reward preview.
24-hour dailies with progress that carries between sessions.
The "pick 1 of 4" draft + visible link chemistry + a "POSITION TAKEN" penalty.
Impulse selling at the friction moment (◈39/◈49) — closes our ◈39↔◈109 gap.
A whale chase with a disclosed chance (Legends 0.5%) — but ours is more honest, with the odds release.
Codes as a return channel — everyone in the category has them, we don't.
Don't copy
The passive cup — that's our own pain; fix the match with a role, don't clone the simulation.
The empty timed shop — friction with no payoff, it annoys.
Fake "rewards" (a congratulation with no payout) — they undermine trust.
[CONSOLE]-as-strategy — SEO in the title ≠ a feature; don't build on it.
Priority
System
Why
Minimum build
QA criterion
P0
Login streak + dailies
Our hole #1 — D2; for Draft it is the core of return
7 days with a tomorrow preview + 3 daily tasks resetting in 24h
Rising share of players with a 2nd same-day entry
P0
Price rungs at friction
Close ◈39↔◈109 and lift the ceiling above ◈129
"skip/restock/speed up" at ◈39–◈99, shown while waiting
Revenue from rungs below ◈129 > 0
P1
Draft instead of roll
The answer to the open "active decision" hypothesis
The roll yields N cards → the player places one; visible chemistry
Time to first decision ≤ current; in-session retention ↑
P1
Whale chase with odds
Whale vacuum; top of progression
A limited expensive pack with a disclosed % (our Tuesday release)
Average whale spend ↑ without a rating drop
P2
Index collection
The content cliff at the top of progression
A named-card checklist with tiers
Share of players reaching the top tiers grows, not cuts off
10.5 / Prototype direction
What to build first
Draft confirmed it: the cheapest and most-missing piece for us is not a mechanic, it's the clock. We build that first, right under the Tuesday odds release.
Build order
NowLogin streak + dailies with a tomorrow-reward preview — under the Tuesday odds release (registry Idea 1 — the D2 machine)
Week 1Price rungs ◈39–◈99 at the friction moment + a whale chase with a disclosed chance
Week 2Roll → draft with visible chemistry; fix the match with a role/gate, not a passive simulation
Hypotheses to test
Streak + dailies raise the share of second same-day entries (our main deficit).
Rungs below ◈129 produce revenue without cannibalizing the top.
A draft decision lifts in-session retention more than a passive roll.
Do not confirm: that an active mechanic alone holds D2 — Draft showed it doesn't.
Problem
Why it hurts
Minimal fix
How to verify
Our match is passive
Like Draft — you build and watch; zero agency
Give the match a role/gate (a prize for a condition), not an auto-sim
Share of players reaching the match repeatedly
No second visit
The loop is spent within a session, nothing to return with
Streak + dailies + a tomorrow preview
D1→D2 retention
The ◈39↔◈109 gap, ◈129 ceiling
Mid-spenders and whales find nothing to pay for
Impulse rungs at friction + an expensive limited pack
Distribution of spend across rungs
11 / Score & Verdict
18 days, and the return machine is already built
Draft is not a game-design genius: the draft decision is shallow, the cup is passive, the shop is empty. But in 18 days it assembled exactly what we lack — a stack of timers that returns the player, and a price ladder that collects money at the moment of pain. It is today's best argument for the thesis "they hold with a clock, not a mechanic".
8/10
Core Loop
A clear draft→cup→pack loop; decision before rules
7/10
Onboarding
A red arrow over ~8 steps, can't get lost
7/10
Economy
A closed cash loop, cost escalation; few sources
5/10
UX
Strong feedback, but an empty shop and fake rewards
8/10
Retention
Streak+dailies+cap+queue; weaker than Spin, stronger than us
3/10
Transparency
A numeric chance on only one item
B+
Take the return machine (streak+dailies) and the impulse rungs immediately; the draft with visible chemistry — as the answer to "an active second mechanic"; the cup — do not copy. On favorites we are still ×49 ahead — the room is ours; what's left is to build a wider door and the clock that returns the player to it.
Next steps
Registry Idea 1 (the D2 machine) — streak+dailies for the Tuesday odds release.
Rungs ◈39–◈99 at the friction moment + a limited pack with a disclosed % (we're more honest than them).
Add return codes — only we in the category don't have them.
Don't clone the passive cup or the empty timed shop.