Tips for using Virtual Goods

This document of design suggestions is constantly being revised based on your feedback, and it builds on the information in the Virtual Goods API .

Please join the discussion about this in the community .

  • Make it EASY for the user to access your SHOP! Simple, but the more obvious the shop is, the more likely players are to click on it, and BUY!
    • Ideally, the game will have a button for the SHOP interface on the Main Menu of the game. In addition, if it makes sense in your game design, a Shop or Premium button in between levels reminds the player to buy items right when they need them.
    • See examples – Armored Ashura screenshot shows the Game Shop button.
    • MindJolt has a custom implementation for Bouncing Balls and other Power-Up games, with a “Buy Power-Ups” button on screen
    • Another example is Drop Sum 2, which creatively names its shop “cool cheats”. This entices the player to click the button. In Drop Sum, players can also click on “ultimate game” to buy that specific upgrade separately as well.

  • Keep the User Interface SIMPLE and CONSISTENT
    • Large icons
    • Minimal text
    • See the custom implementation of Power-Ups (Bouncing Balls, for example)
    • MindJolt is working to improve the UI of Power-Ups and Upgrades for the next API revision, which will make the experience more consistent across all MindJolt games

  • After purchase, make sure it’s obvious in the UI that the item is purchased, and how to use it. . The player just paid some amount of money, so they need to know that the transaction actually went through
    • Example – After buying items in Drop Sum 2, the menu updates to show what items are purchased. See below – the player can clearly see that Ultimate Mode and 2 of the 5 “choose value” upgrades were purchased. There are small icons on the bottom showing on the right that the player is an “Ultimate Player” and on the left that there are 2 “choose value” upgrades remaining.