Kalpa - Mid-Core Progression System Design

Designed a mid-game progression system to resolve retention drop-offs and progression dead zones in a mobile tower defence game.
Kalpa is a portrait-mode tower defence game inspired by Indian mythology, where players deploy heroes to defend the Kalpa Tree against waves of Asura enemies.

Sessions are designed around short 3–5 minute gameplay loops, targeting mid-core mobile players seeking strategic depth and progression.


My Contribution

• Designed mid-game progression system (post Level 32)

• Identified progression bottlenecks through gameplay analysis

• Built economy and progression loops within existing constraints

• Integrated system with Boons, Relics, and Hero mechanics

Problem: Mid-Game Retention Cliff

At Level 32+, players encountered a progression dead zone:

• Itemization Friction - High drop waste (~90%) and flat stat upgrades reduced build identity and engagement.

• Progression Trap - Replaying completed levels yielded no rewards, preventing both forward progression and meaningful grinding.

• Difficulty Spikes - Encounters like the Duryodhan boss created stat-based walls rather than skill-based challenges.

• Strategic Stagnation - Lack of variability forced players into repetitive meta strategies.

Result: High-intent players churned due to lack of agency and progression pathways.

Solution: The Kalpa Tree (Global Progression System)

Designed a centralized progression system that introduces horizontal growth, deterministic rewards, and macro-level decision making.

Core Systems

Global Defense Layer - A universal system that augments all heroes, reducing the need for managing multiple gear sets on mobile.

Horizontal Progression - Introduced utility-based upgrades (e.g., fire rate, elemental effects) instead of pure stat increases, enabling build diversity.

Deterministic Economy - Replaced RNG-heavy progression with guaranteed reward loops (daily quests, milestones), improving player trust and retention.

Meta Layer Integration - Positioned the Tree as a macro-strategy system complementing hero-level decisions rather than replacing them.

Progression Design

• Early Game (Lvl 1–23) - Introduced baseline automation and visible power feedback through VFX scaling.

• Mid Game (Lvl 32+) - Introduced economic friction to shift player focus toward daily progression systems.

• Late Game (Lvl 50+) - Enabled full system synchronization for competitive modes like Endless leaderboards.

Economy Design

  • Faucets - Daily quests, boss milestones, and Endless mode provided consistent resource inflow.

  • Sinks - Kalpa Tree upgrades acted as long-term progression goals, preventing resource inflation.

  • Goal - Create a predictable, long-term progression loop supporting retention beyond early game.

System Integration

Boons → Amplify Tree effects and improve deployment efficiency.

Relics → Separate local (hero) vs global (tree) progression.

Roster → Allows players to compensate for gaps through system-level tuning.

Outcome

• Reduced mid-game churn by introducing continuous progression pathways

• Increased player agency through non-linear upgrade choices

• Improved retention via deterministic reward loops

• Created a scalable system for future live-ops expansion

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Let's discuss the next ambitious thing

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Let's discuss the next ambitious thing

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