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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

As the founder and decision-maker, I paused the product and redirected
effort to higher-viability bets

Hello @ 917.282.3883

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