Poteligeo iVA (Interactive Visual Aid)
CASE STUDY
CASE STUDY
CASE STUDY
CASE STUDY
Mad for Karrots: a replay-first puzzle game





Outcome: ~26,000 downloads in 6 months
Role (solo): Founder • Product Designer • Game Designer • Illustrator
Sole owner (0→1): Game design • Level logic • UX/UI • Visuals • Build handoff • App Store launch
Why this game
Beezkid proved acquisition, but ads require retention. I set the retention goal + designed the mechanics to hit it.
Reality

Easy to Start
Goal

Hard to Put Down
Design focus: Replay density + fast retry loops
Ad games don’t monetize installs
Ads monetize time + repeat sessions. So I chose replay-first design over breadth-first content.




KPI focus: Attempts per level • retries per session • time-to-retry
Pressure creates attempts






Retention lever: Threat + blockers create urgency in seconds
What it drives: More near-fails → more retries → longer sessions
Owner note: I designed the enemy pressure + fail states to keep “one more try” alive
Fast retry = more play




Instant feedback so you always know why you failed. Restart in seconds means no downtime. I designed the retry loop end-to-end (rules, feedback, restart) to keep players in flow
One engine, endless levels




New obstacles remix one core loop. Fresh challenge without teaching new UX. I set the system strategy and designed the full level framework end-to-end (rules, worlds, UX patterns)
Strong adoption, still not sustainable

~26,000 free downloads in 
6 months (free ad-supported version)

Ad revenue per user wasn’t enough to sustain development