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Sudochase

Fly through towns, thwart evil, and collect coins you can redeem for ecosystem assets.

RoleGame UI, economy & mobile design
TimelineApr – Aug 2024
WithAMC [Artist]
Year2024

Sudochase is an endless flyer we built as a Telegram mini app. You tap to keep the cat in the air, hit quick time events to take out whatever's coming at you, and pick up coins along the way that could be redeemed for Solana ecosystem assets at TGE. I handled the game UI, the economy screens and the mobile experience, working with the Sudocat mascots we already had.

The Sudocat mascot the game was built around.

Building a game was new territory for us.

At Sudolabs we were moving from crypto trading tools into web3 games, and the brief was a game built around the Sudocat brand and mascots that people would come back to. None of us had shipped a game before, so we figured a fair amount out as we went.

It had to hold up as a game on its own, and the coins had to mean something once TGE came around. All of that inside a game where players never sit still.

Getting the visual style settled early.

I settled the UI style first, pulling from AMC's character designs: bright, puffy, a bit skeuomorphic, so the interface looked like it came from the same world as the cat. With that fixed I wasn't re-deciding how things should look every time a new screen came up.

01Borrow from the characters

Puffy, tactile shapes pulled from the character work we already had, so the UI didn't feel like a separate thing.

02Readable while moving

Short messages in big type. Nobody reads a paragraph while trying not to fall out of the sky.

03Worth posting

Scorecards designed so you'd want to post a run.

Four costume variants of the Sudocat mascot standing side by side, from a caped bodysuit to a full helmeted spacesuit
Costume states pulled from the character work we already had.
The game running as a Telegram mini app, showing a damaged high-rise labelled Liquidity Pool that the player flies through
Levels leaned on familiar crypto ideas, so the liquidity pool became a building to fly through.

How a run actually works.

Tapping keeps the cat in the air, and quick time events break up the flying with something you actively have to beat, which gives a run a bit of rhythm instead of just dodging things until you die. Coins stack up across runs and carry over into the ecosystem at TGE.

Since the game barely pauses, instructions show up inside the run as short prompts rather than as a tutorial up front. Coins and pause stay at the top where you can find them, and everything else only turns up when you actually need it.

Two phone screens: a run in progress with a coin counter and the prompt tap to avoid falling, and a Quick Time Event asking the player to rapidly tap to destroy obstacles
Prompts show up inside the run, and the QTE gives you something to beat instead of just avoid.
Two phone screens: a settings modal with music, SFX and volume controls, and a revive screen showing the current score with quit and continue chase options
Settings and the revive both live inside the run rather than kicking you out of it.

Sharing works best right after a run ends.

We added shareable scorecards to pull players back and to market the game at the same time. The end of a run is when you have something to say, so that's where the share sits.

Losing needed about as much attention as winning. If you miss, the screen shrugs it off and the retry only costs one charge, so it doesn't feel like a dead end.

Two end-of-run screens: a new high score of 815 coins with a share button, and a lower score of 300 coins offering a restart with the previous high score shown
Win or miss, both endings lead back to the same two things: share it, or go again.
A shareable scorecard showing a new high score of 10,489 coins with the Sudocat mascot, a timestamp, the player handle, and a QR code
The scorecard carries your score, your handle and a QR code back into the game.

How it went.

Sudochase launched with 10K+ total players and 5K+ active at peak times. Those are the numbers I have. I don't have retention or conversion figures from that period, so I can't say how well it held that audience.

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10K+ total players at launch · 5K+ active at peak

What I'd spend more time on.

The UI came together pretty quickly once the visual style was settled, but the economy was the harder part. Making a coin feel earned inside a ten second run when it also has to mean something at a TGE months later is more about pacing and trust than it is about screens, and it's what I'd test properly before doing another one.

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