Achieving 119% D14 ROAS with Quest-Based Optimization Strategy for DDDigger
About the Client
TRIPLLA is a mobile casual game developer loved by global players for its charming art style and intuitive gameplay, best known for titles like Cat Snack Bar and Cat Office.
With their distinctive art style and easy-to-learn controls, TRIPLLA creates familiar yet delightful experiences that appeal to a broad audience. The studio specializes in blending collection and growth mechanics to drive long-term player engagement.
About DDDigger
DDDigger is a casual adventure game where adorable aliens wield drills to dig through planets and uncover hidden secrets. Players engage in simple yet addictive gameplay such as battling underground monsters, upgrading equipment, and exploring diverse planets. The game's quirky universe, charming art, and compelling progression system deliver an experience that keeps users coming back for more.
Goals & Challenges
DDDigger is designed with a progressive content structure that unfolds through repeated gameplay, making the initial player experience critical for driving retention and conversion.
The campaign is focused on three key objectives:
1.
Foster early user engagement through a seamless and intuitive onboarding experience.
2.
Minimize early churn by reducing barriers to core content access and securing longer initial play sessions.
3.
Accelerate ROAS recovery by implementing quest mechanics that lead to earlier monetization growth.
Given the game’s core mechanics and player progression path, boosting early immersion and encouraging repeat sessions were key factors for success.
Solution
1. Time Quest Activation
To reduce early churn and improve onboarding, we leveraged our "Time Quest," rewarding users who remain in the game for a set duration.
Instead of showing the “Play for 30 minutes” quest once a day, the quest’s exposure frequency was increased to encourage multiple short sessions throughout the day.
This helped players become more familiar with the game flow and promoted consistent engagement and immersion.
2. Stage-Based Hidden Quests
We introduced Hidden Quests that reward players upon completing specific in-game challenges.
To encourage exploration and natural progression, we designed quests tied to planetary stages within different galaxies.
•
First Galaxy
◦
Clear Stage 5 on TERRA-X
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Clear Stage 6 on Magmara
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Clear Stage 5 on Poi-Zone
•
Second Galaxy
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Clear Stage 5 on TERRA-X
◦
Clear Stage 5 on Poi-Zone
Each quest provided scalable challenges and meaningful rewards, strengthening player motivation and enhancing their sense of achievement.
3. Repeatable Quests for Behavioral Conversion
To drive monetization and ad engagement, we introduced repeatable hidden quests that rewarded specific user behaviors.
These quests were carefully segmented into two streams, in-app purchases and ad views, allowing players to choose the conversion path that felt most natural to their playstyle.
By rewarding consistent behavior, this system
1.
Lowered psychological barriers to spending
2.
Increased the frequency of user actions
3.
Deepened overall player immersion
This approach proved highly effective in simultaneously boosting retention and conversion rates.
Results
The DDDigger campaign achieved the following results through its quest-based strategy.
Metric | D1 | D7 | D14 |
ROAS | 28% | 89% | 119% |
Retention | 79% | 67% | 54% |
ROAS exceeded 100% within just two weeks. In particular, the stage-based hidden quests significantly contributed to user engagement and behavioral guidance, while the repeat participation quests for ad views and purchases had a positive impact on ROAS improvement.
This case highlights how well-crafted quest systems tailored to casual game dynamics can significantly influence campaign performance. It serves as a valuable reference for optimizing campaigns in similar genres
If you have any questions or would like to learn more, feel free to contact us anytime.
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