Hrishik Arora
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VOODOOAndroidLive-service systems, live-ops

Hexa Coin

Hexa Coin is a puzzle game built by BeachBum Games and published by VOODOO. I worked on it at Cympl Studios, cross-team with both. I built the systems that bring a player back after they lose instead of letting them churn: Revive, Hint, Target, Quick Revive and Juicy Number/Text. I also built content delivery so the team could push new content without shipping a whole new app version, and hooked up tracking so they could watch the in-game economy live and test changes to it rather than guess. Eight-plus updates went out against a player base that passed 100,000 downloads.

The problem

Hexa Coin was already live under VOODOO with real players when I joined. The retention layer hadn’t been built yet. A player who failed a level had no reason to stay, and the team had no way to see what was happening to the in-game economy as it happened, only delayed reports after the fact.

What I built

I built the systems that give a player a reason to reopen the app after a loss: Revive, Hint, Target, Quick Revive and Juicy Number/Text. I set up content delivery so the team could push new content live without pushing a whole new build through store review, which is what makes a weekly update cycle possible at all. Built on Unity Addressables. I also wired in VOODOO’s event tracking, so changes to the economy could be measured against real player behaviour instead of argued about.

Result

Eight or more update cycles went out after that, each shipped against a live player base, so every change had to be measured and safe to roll back. The game has passed 100,000 downloads over that time. This is the work I now do for other studios running live titles.

100K+downloads
8+live update cycles
5retention systems shipped
UnityC#AddressablesLive-opsEvent tracking

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