RPS Mine — Web3 Game
Context
RPS Mine is a Web3 card game based on the classic Rock–Paper–Scissors mechanics. The game runs as a Telegram Mini App and allows players to compete in fast PvP rounds using in-game currency.
The product operates in a highly competitive environment where player retention and monetization directly determine product viability.
My Role
Product Designer
I was responsible for end-to-end product UX, including core user flows, onboarding, monetization experience, retention improvements, and post-launch iteration. I worked closely with the product owner, game designer, marketing, and an outsourced development team.
Key Product Challenges
• Low player retention after the first session
• Low volume of in-game currency purchases
• Monetization mechanics that limited user spending potential
🧩 Case 1 — Improving Retention
Problem
At the time, the product had a very low retention rate — around 7%.
Most players tried the game once and rarely returned for additional sessions.

Discovery (Double Diamond — Discover)
I approached the problem using the discovery phase of the Double Diamond framework.
I collected and analyzed qualitative user feedback and reviewed session behavior. A clear pattern emerged: players consistently described the game as slow and not engaging enough.
To better understand the issue, I played multiple rounds myself and compared the in-game experience with the real-world Rock–Paper–Scissors game. In real life, rounds take only a few seconds and results are immediate. In the product, the same action felt noticeably slower.
Don't know
Could Be
Collect qualitative user feedback
Review session behavior
Compare real vs. in-game experiance
DISCOVER
Key Insight
Game felt show and not engaging
A
B
Outcome
Insight & Hypothesis (JTBD thinking)
Using a Jobs-to-be-Done perspective, I identified the core job players wanted to complete:
Make a quick decision, see the result instantly, and move on to the next round.
The key insight was that the round duration broke this expectation.
Hypothesis:
Reducing round duration and increasing interaction dynamics would make gameplay feel more engaging and improve retention.
Solution
We reduced the round duration from around 10 seconds to approximately 3 seconds. I also introduced simple, lightweight animations to make interactions feel faster and more responsive.



start
10 sec.
0 sec.
and
Time of Round 10 sec.
Befor
start
3 sec.
0 sec.
and
Time of Round 3 sec.
After



Result
After releasing the update, retention increased from ~7% to over 70%. Players began returning to the game more frequently, and overall engagement improved significantly.
🧩 Case 2 — Improving Monetization
Problem
Despite active gameplay, players were purchasing relatively small amounts of in-game currency. Total purchased currency volume for the previous month was around 160K coins, with most users buying the minimum possible amount.
Discovery (Data & Heuristic Analysis)
I analyzed the existing purchase flow. Users selected the amount of in-game currency using a slider limited to 1–10 coins, followed by a confirmation step.
Purchase distribution showed a clear pattern:
• 3 coins — 36.6%
• 5 coins — 28.9%
• 10 coins — 11,4%
The slider created a hard purchase ceiling and encouraged minimal spending. There was no clear motivation or context for users to buy larger amounts.

Choice amount
Press Button
User Flow
2 Steps
Hypotheses
• Users are willing to spend more if higher-value purchase options are available
• Users are more likely to buy larger amounts when the value of doing so is clearly communicated (e.g. bonuses)
Solution
I proposed replacing the slider-based selection with predefined purchase packages.
Together with the product owner and marketing, we introduced four packages:
• 25 coins
• 100 coins
• 500 coins
• 1000 coins
To support value-based decision-making, we added:
• a 10% bonus for mid-tier packages
• a 25% bonus for the largest package
This removed the artificial purchase ceiling and gave users a clear incentive to buy more.

Press Button
Only One Step
Delivery
I supported the implementation of the solution end-to-end, ensuring the final product matched the intended user experience and business goals before release.
Result
Within two months after release, total purchased in-game currency increased from ~1.6M coins to over 22M coins. The new monetization flow significantly increased average purchase value and overall revenue without adding friction to the experience.
Key Takeaway
Clear value communication and removing artificial limits can dramatically increase monetization without harming user experience.
© 2026 Mark Berladyn. All rights reserved.