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Mine Quest

Web port of Tapps Games’ original mining adventure game. The player explores mines, breaks blocks, collects resources and treasures, crafts equipment, and progresses through increasingly challenging areas.

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Current State

Focus
Mine Quest — CrazyGames Basic Launch Baseline
Validation Question
Decision pending: do pre-splash loading visibility, the hidden two-step cutscene Skip, and routing fresh players through Home explain the first-session loss, and which smallest instrumented first-run change should be tested next?
Setup
incomplete (primary_reference, reference_thesis)
Primary Reference
—
Reference Thesis
—
Open Questions
  • Does the existing Mine Quest web baseline show sufficient audience fit on CrazyGames to justify further investment?
  • Does the black interval occur before the game iframe document paints, or after the page begins executing but before the overlay becomes visible?
  • Should a fresh player see a shortened/full-screen-skippable cutscene, or should narrative be deferred until after first agency?
  • Should fresh saves bypass Home only, or bypass both Home and the cutscene?
  • Can Poki expose resource/load timing outside game-authored measure events for users who leave before the SDK initializes?
Next Actions
  • Define the smallest instrumented first-run experiment after deciding whether fresh players should enter the cutscene with a full-screen skip or enter the first mine directly. Add shared Poki measure support and stable checkpoints for shell ready, Home visible/interact, cutscene start/skip/complete, first-mine start, and first-block destroyed.
Latest Findings
  • Latest Poki Player Fit for mine-quest-poki-minsizerel002.zip: average session 101.2s, p90 172.8s, median 50.0s, under-3m sessions 90.0%, Poki start rate 49.2%.
  • The packaged page contains a visible HTML loading overlay before the runtime scripts and a 22.7 MB game.data download. If Poki recordings remain black before that overlay appears, the delay is upstream of Lua and likely before the game document paints or while the host/iframe/resource request is being established; it is not the in-game loading screen.
  • The cutscene Skip label starts hidden. A tap anywhere on the cutscene only reveals the label; the player must then tap the small lower-left label before it fades. Repeated taps elsewhere therefore do not skip, matching the observed exits.
  • GameMain always constructs Home first with a 3000 ms scene load transition. A fresh player must then tap Home to enter the initial cutscene, which later routes to the first mine. Returning players also route through Home.
  • The current Poki lifecycle calls gameLoadingFinished when Home first becomes visible and calls gameplayStart when a gameplay scene becomes active after a trusted interaction. It does not measure a first block break, cutscene exposure/skip, Home exposure/play, or detailed tutorial progress.
  • The failed comparison rejects dialogue friction as the tested mechanism, but cannot determine where players were lost before gameplay or whether a direct first-run route would help.
  • Keep the game in Decision Pending. The next decision should compare a small set of distinct product choices rather than treating them as one implementation: make the cutscene skippable by any deliberate tap or remove it for first-time players; bypass Home for fresh saves while preserving it for returning players; and investigate whether the pre-document black interval is a Poki capture/hosting issue or payload delivery issue. Instrument the funnel before or alongside any new test so aggregate session statistics are no longer the only evidence.
Updated
2026-10-16T16:11:06.685097Z

Active Hypotheses

First-session loss is concentrated in one or more upstream checkpoints—pre-game loading visibility, Home interaction, the cutscene's hidden two-step Skip, or the transition into meaningful mining—and checkpoint-level Game Events will distinguish those mechanisms.

The failed Dialogue Friction Pass and playtest videos expose multiple plausible upstream blockers that aggregate gameplayStart and session metrics cannot separate.

The existing Mine Quest baseline may find a more suitable audience on CrazyGames without gameplay redesign.

User-approved cross-portal batch uses existing builds and marketing readiness to obtain new platform evidence cheaply.

Latest Experiment

Mine Quest — CrazyGames Basic Launch Baseline

approved

Does the existing Mine Quest web baseline show sufficient audience fit on CrazyGames to justify further investment?

A separate CrazyGames portal baseline. Preserve the existing First-Run Funnel Instrumentation experiment and its evidence; this is not a replacement or a claim it has completed.

Expected Result
A submitted baseline and subsequent portal evidence sufficient to choose whether to continue, adapt or pause.
Prototype Scope
Prepare the existing playable web baseline for CrazyGames Basic Launch with only required compatibility fixes and marketing/submission materials. No CrazyGames SDK integration is required for this first test. Túlio reports builds are straightforward and below 50 MB; verify the selected artifact when submitting. Preserve gameplay, tutorial, progression and economy. Select an existing build and record its exact version; do not assume latest is best.

Non-Goals

  • Gameplay redesign or speculative polish
  • Mandatory SDK integration for Basic Launch
  • Treating unlike portal metrics as directly comparable
  • Counting this submission toward the two new Poki baselines

Evidence Capture

submission
Record actual submission date, build and portal status; do not label a planned game submitted or live. · Use the appropriate Tapps or ManiMani account.
evidence
Capture CrazyGames review feedback and available engagement/retention metrics after launch. · Compare directionally to the same existing game's Poki baseline, recording metric definitions and audience differences; portal comparison is not randomized causal evidence.
weekly selection
Eligible for the September 28–October 4 batch of 4–5 existing-game CrazyGames submissions. Candidate pool exceeds target; select and order by marketing-material readiness. No fixed time-of-day or mandatory individual-game submission.
completion
Weekly delivery is the submission; approval, launch and performance feedback may arrive later.
prerequisites
Túlio has both Tapps and ManiMani account access. · Inventory existing covers, screenshots/video, description and controls; prepare missing required assets. · Verify selected build in portal preview and record exact artifact/version; apply only required compatibility fixes.

Sources: 87802422-28a7-48e6-a71b-25f0770b5954

Latest Analysis

Decision-pending assessment — loading visibility, cutscene exit, and first-run routing

The Dialogue Friction Pass remains rejected, but the playtest evidence does not yet justify parking Mine Quest. The videos expose three upstream mechanisms that the aggregate comparison cannot distinguish: pre-splash black time, cutscene taps that miss the hidden Skip interaction, and first-run friction around the Home route. Poki Game Events can instrument the missing funnel.

Findings

  • The packaged page contains a visible HTML loading overlay before the runtime scripts and a 22.7 MB game.data download. If Poki recordings remain black before that overlay appears, the delay is upstream of Lua and likely before the game document paints or while the host/iframe/resource request is being established; it is not the in-game loading screen.
  • The cutscene Skip label starts hidden. A tap anywhere on the cutscene only reveals the label; the player must then tap the small lower-left label before it fades. Repeated taps elsewhere therefore do not skip, matching the observed exits.
  • GameMain always constructs Home first with a 3000 ms scene load transition. A fresh player must then tap Home to enter the initial cutscene, which later routes to the first mine. Returning players also route through Home.
  • The current Poki lifecycle calls gameLoadingFinished when Home first becomes visible and calls gameplayStart when a gameplay scene becomes active after a trusted interaction. It does not measure a first block break, cutscene exposure/skip, Home exposure/play, or detailed tutorial progress.
  • The failed comparison rejects dialogue friction as the tested mechanism, but cannot determine where players were lost before gameplay or whether a direct first-run route would help.

Interpretation

Keep the game in Decision Pending. The next decision should compare a small set of distinct product choices rather than treating them as one implementation: make the cutscene skippable by any deliberate tap or remove it for first-time players; bypass Home for fresh saves while preserving it for returning players; and investigate whether the pre-document black interval is a Poki capture/hosting issue or payload delivery issue. Instrument the funnel before or alongside any new test so aggregate session statistics are no longer the only evidence.

Open Questions

  • Does the black interval occur before the game iframe document paints, or after the page begins executing but before the overlay becomes visible?
  • Should a fresh player see a shortened/full-screen-skippable cutscene, or should narrative be deferred until after first agency?
  • Should fresh saves bypass Home only, or bypass both Home and the cutscene?
  • Can Poki expose resource/load timing outside game-authored measure events for users who leave before the SDK initializes?
Next Action
Define the smallest instrumented first-run experiment after deciding whether fresh players should enter the cutscene with a full-screen skip or enter the first mine directly. Add shared Poki measure support and stable checkpoints for shell ready, Home visible/interact, cutscene start/skip/complete, first-mine start, and first-block destroyed.

Latest Player Fit

mine-quest-poki-minsizerel002.zip

Imported: 2026-08-31T23:49:12.076947Z · Captured: 2026-08-31T19:21:01Z

Avg Session
101.15s
P90 Session
172.8s
Median Session
50.0s
Under 3m Sessions
90.0%

Latest Poki Player Fit for mine-quest-poki-minsizerel002.zip: average session 101.2s, p90 172.8s, median 50.0s, under-3m sessions 90.0%, Poki start rate 49.2%.

Live Performance

Import Playgama Data

No live performance evidence imported yet.

Sources

Add
2026-08-31T23:49:11.224110Z
2026-08-31T23:48:53.735574Z
2026-08-26T17:15:17.753118Z

Poki Playtest Recordings

Upload Poki Export
mine-quest-playtests
22 recordings · 34 notes · 17 watched
Imported: 2026-08-31T23:48:54.730183Z
Captured: 2026-08-31T17:35:35Z

Player Fit History

Upload Poki Export
mine-quest-poki-minsizerel002.zip
poki json
Imported: 2026-08-31T23:49:12.076947Z
Captured: 2026-08-31T19:21:01Z
mine-quest-poki-minsizerel001.zip
poki json
Imported: 2026-08-26T17:15:17.944226Z
Captured: 2026-08-25T15:46:01Z

Latest Decision

None