NOVASMC
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NOVASMC

GAME DECISION ANALYSIS

Royal Kingdom

Analysis baseline Current analysis

Connect level results to the next action

After a level ends, Potion, Task and District progress and the next choice are difficult to read together.

Preserve simple match-three rules, non-payment Potion progression, reward density and free routes.

FIVE FIELDS

Key judgments across five fields

Read from the recurring flow to problem definition and improvements with protected conditions.

  1. 01

    Loops and breaks

    Level wins feed Potion, Task and District progress, then return to the next level.

    External Calendar
  2. 02

    Bottlenecks

    After a level result or stop, multiple progress states and the next action are difficult to read.

    Transition and Handoff Break
  3. 03

    Contradictions

    Clarify the next action while preserving match-three simplicity, free progression and reward density.

    Action and Return Continuity vs System Depth and Throughput
  4. 04

    Solution mechanisms

    A three-layer design makes results, progress attribution and next actions readable.

    Layered and Progressive Disclosure
  5. 05

    Game-local composition

    Combine the core result capsule with five attachments for recovery, events, battle, competition and collection.

    Single-Track Localized Bundle
01

Loops and breaks

What repeats, and where does it break?

Judgment method

Level wins carry progress into the next District

  1. 1Match-three level
  2. 2Clear the move-limited objective
  3. 3Level win
  4. 4Potion and event progress
  5. 5Task and District progress
  6. 6Chest and next District
The interrupted handoff

The core bottleneck is the handoff from result or stop screens to Potion, Task, District and multiple progress ledgers. The difficulty centers on distinguishing the next action and recovery or alternative routes.

Core classification · External Calendar

Events, operating schedules, and live operations reactivate participation, exchange, and reward states.

Read the type definition

All analysis items

1 items
CoreCore recurring flowExternal Calendar

Enter a match-three level, clear the objective within the move limit, and carry Potion and event progress from the win into Tasks, Districts, chests and the next District.

Core Loop

Evidence
Source Described
Outcome basis
Design Evidence
Type definition · External Calendar
02

Bottlenecks

What obstructs the next action?

Judgment method

A broken handoff at the shared progress result screen

The core bottleneck is the handoff from result or stop screens to Potion, Task, District and multiple progress ledgers. The difficulty centers on distinguishing the next action and recovery or alternative routes.

Core classification · Transition and Handoff Break

The result of one step does not connect to the next action, return, or reinvestment decision.

Read the type definition

All analysis items

7 items
CoreFrom level results to the next actionTransition and Handoff Break

The core bottleneck is the handoff from result or stop screens to Potion, Task, District and multiple progress ledgers. The difficulty centers on distinguishing the next action and recovery or alternative routes.

Level result

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Transition and Handoff Break
SupportingLoss and recovery choices after failureTransition and Handoff Break

Difficulty comparing combined state loss, recovery cost and effects, and another failure affects retry, exit and trust.

compound state loss→recovery comparison

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Transition and Handoff Break
SupportingReading battle targets and rulesRule and State Fragmentation

Ambiguous battle targets and rules lead to misread actions, wasted resources and phase failures, obstructing competence expression and value judgment.

Battle target

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Rule and State Fragmentation
SupportingCompetition score contribution and attributionFairness and Legitimacy Erosion

Mixed score contributions make fairness and status attribution difficult to read, affecting retry and return decisions.

mixed Score contribution→fairness

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Fairness and Legitimacy Erosion
SupportingHelp, contribution and partner coordinationAllocation and Coordination Failure

Help, contribution and partner lock-in can create concentration or inactivity that obstructs completion and relationships.

help

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Allocation and Coordination Failure
SupportingOverlapping event ledgers and deadlinesObligation and Volition Erosion

Overlapping ledgers, deadlines and multipliers create obligation and expiry problems, complicating claim, ignore and return choices.

ledger

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Obligation and Volition Erosion
SupportingCollection completion and expiryRights and Lifecycle Discontinuity

Rare missing items, duplicates and social acquisition routes make target distance difficult to read and disrupt completion and expiry decisions.

rare tail

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Rights and Lifecycle Discontinuity
03

Contradictions

What should improve, and what must be preserved?

Judgment method

Improve clarity while protecting progression and choice

Improve

Make current Potion, Task, District and ledger states, progress attribution, next actions and recovery or alternative routes identifiable.

Protect

Preserve match-three simplicity, non-payment Potion progression, Task and District continuity, reward density, and fair and free routes.

Core classification · Action and Return Continuity vs System Depth and Throughput

Continuity to the next action, return, or reinvestment must improve while route diversity, strategic depth, and throughput remain protected.

Read the type definition

All analysis items

6 items
CoreNext-action clarity and progression valueAction and Return Continuity vs System Depth and Throughput

Make current Potion, Task, District and ledger states, progress attribution, next actions and recovery or alternative routes identifiable. Preserve match-three simplicity, non-payment Potion progression, Task and District continuity, reward density, and fair and free routes.

Core Contradiction

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Action and Return Continuity vs System Depth and Throughput
SupportingRecovery comparison and voluntary retryOutcome and Failure Attribution vs System Depth and Rule Integrity

Make loss, recovery cost and effects, refailure, retry and exit comparable while preserving fair retry, free recovery, agency and voluntary continuation.

Compound Failure

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Outcome and Failure Attribution vs System Depth and Rule Integrity
SupportingBattle-result legibility and competenceOutcome and Failure Attribution vs System Depth and Rule Integrity

Make battle targets, rules, resources, phases, actions, waste and outcomes readable while preserving battle expression, polish, PvE differentiation and competence.

Battle Information

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Outcome and Failure Attribution vs System Depth and Rule Integrity
SupportingCompetition attribution and rule integrityOutcome and Failure Attribution vs System Depth and Rule Integrity

Make skill, time, attempt and resource contributions, brackets, ranks and status attributable in time while preserving skill expression, fairness boundaries and competition integrity.

Competition Attribution

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Outcome and Failure Attribution vs System Depth and Rule Integrity
SupportingEvent clarity and optional participationParticipation and Routine Burden Relief vs Operational Vitality and Reward Value

Make event exposure, entry, ledger overlap, deadlines, claims, ignore and return readable while preserving event variety, free tracks, earned rewards and optional participation.

Event Ledger

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Participation and Routine Burden Relief vs Operational Vitality and Reward Value
SupportingCompletion-path legibility, ownership and rarityInput and Reward Value Closure vs Diversity and Invested-Asset Preservation

Make acquisition, duplicates, Star conversion, requests, sending, season end and target distance readable while preserving collection ownership, rarity, earned progress and safeguards.

Collection Convergence

Evidence
Classification Confirmed
Outcome basis
Design Evidence
Type definition · Input and Reward Value Closure vs Diversity and Invested-Asset Preservation
04

Solution mechanisms

Which principles change the conditions?

Judgment method

Three-Layer Result Capsule

On existing result or stop screens, show the next action first, then let players inspect progress attribution and settlement reasons at the depth they need.

  1. 01

    Next action and headline

    Read the immediate result and next action first.

  2. 02

    Progress attribution

    Inspect how the result is attributed to Potion, Task and District progress.

  3. 03

    Source-backed settlement reasons

    Choose a deeper explanation of reasons grounded in actual states and rules.

Applied NTRIZ principles

Use these principles to layer facts, encode actual states and keep meanings consistent across progress ledgers.

Core classification · Layered and Progressive Disclosure

Separate complex meaning, rules, and strategy into layers and reveal only the depth needed at each moment.

Read the type definition

All analysis items

6 items
CoreThree-Layer Result CapsuleLayered and Progressive Disclosure

On existing result or stop screens, show the next action first, then let players inspect progress attribution and settlement reasons at the depth they need.

Evidence
Solution Link Confirmed
Outcome basis
Design Evidence
Type definition · Layered and Progressive Disclosure
SupportingRecovery State–Choice MatrixState and Rule Visibility Encoding

Compare retained and lost states with the costs and effects of retry, free recovery and exit in the current failure context.

Evidence
Solution Link Confirmed
Outcome basis
Design Evidence
Type definition · State and Rule Visibility Encoding
SupportingBattle Signal–Outcome TraceState and Rule Visibility Encoding

Connect targets, rules and resources before battle, phase and action signals during battle, and source-backed results afterward.

Evidence
Solution Link Confirmed
Outcome basis
Design Evidence
Type definition · State and Rule Visibility Encoding
SupportingContribution–Settlement–Status ReceiptState and Rule Visibility Encoding

Read contribution, settlement and status attribution together with the source version and effective time.

Evidence
Solution Link Confirmed
Outcome basis
Design Evidence
Type definition · State and Rule Visibility Encoding
SupportingVoluntary Event Lifecycle LedgerState and Rule Visibility Encoding

Separate available, chosen, claimable and ending states, displaying valid entry, ignore, defer and return paths.

Evidence
Solution Link Confirmed
Outcome basis
Design Evidence
Type definition · State and Rule Visibility Encoding
SupportingCollection Convergence ReceiptState and Rule Visibility Encoding

Connect the target and distance, canonical acquisition paths, completion and expiry. Behavior Instrumentation is used for validation.

Evidence
Solution Link Confirmed
Outcome basis
Design Evidence
Type definition · State and Rule Visibility Encoding
05

Game-local composition

How are the solutions grouped and sequenced?

Judgment method

Core result capsule + five attachments

Connect five attachments around the core result capsule. Recovery, events, battle, competition and collection retain their own states, rules and responsibilities, with validation and rollback handled per component.

Selected game-local designs

Initial and final design goals
Initial IFR · goal direction
Realign information exposure, sequence and rule conditions at the hub connecting level wins, Potion, Tasks and Districts.
Final IFR · design goal
Within existing result or stop screens, connect next actions and headlines, Potion, Task and District attribution, and source-backed settlement reasons in layers.
Design judgmentSelected improvement compositionOutcome basis · design evidence

Zero issues are classified as naturally resolved. Attachment processing is recorded as design work; actual resolution is assessed through observations and validation after application.

Observation coordinates
Observation coordinates include Potion earning and spending, Task backlog, District steps, stopped progress states and continuation in the next session.
Validation decisions
Use observations to assess route comprehension and next-action changes. Information overload, conflicting or stale states, concealed free routes and misrouting trigger reassessment and rollback decisions.
Core classification · Single-Track Localized Bundle

Combine a core intervention with stabilizing or accelerating support within one problem track and keep its impact localized.

Read the type definition

All analysis items

8 items
CoreThree-Layer Result Capsule CompositionSingle-Track Localized Bundle

A localized composition addressing Three-Layer Result Capsule within one problem track.

Evidence
Solution Link Confirmed
Outcome basis
Design Evidence
Type definition · Single-Track Localized Bundle
SupportingRecovery State–Choice Matrix CompositionSingle-Track Localized Bundle

A localized composition addressing Recovery State–Choice Matrix within one problem track.

Evidence
Solution Link Confirmed
Outcome basis
Design Evidence
Type definition · Single-Track Localized Bundle
SupportingBattle Signal–Outcome Trace CompositionSingle-Track Localized Bundle

A localized composition addressing Battle Signal–Outcome Trace within one problem track.

Evidence
Solution Link Confirmed
Outcome basis
Design Evidence
Type definition · Single-Track Localized Bundle
SupportingContribution–Settlement–Status Receipt CompositionSingle-Track Localized Bundle

A localized composition addressing Contribution–Settlement–Status Receipt within one problem track.

Evidence
Solution Link Confirmed
Outcome basis
Design Evidence
Type definition · Single-Track Localized Bundle
SupportingVoluntary Event Lifecycle Ledger CompositionSingle-Track Localized Bundle

A localized composition addressing Voluntary Event Lifecycle Ledger within one problem track.

Evidence
Solution Link Confirmed
Outcome basis
Design Evidence
Type definition · Single-Track Localized Bundle
SupportingCollection Convergence Receipt CompositionSingle-Track Localized Bundle

A localized composition addressing Collection Convergence Receipt within one problem track.

Evidence
Solution Link Confirmed
Outcome basis
Design Evidence
Type definition · Single-Track Localized Bundle
SupportingCore-first branch-sequential compositionCore-First Branch-Sequential Portfolio
SupportingParallel composition with independent validation and rollbackParallel Local Contracts with Independent Rollback

COMPARE

The same types, different game contexts

Use Royal Kingdom as the reference to compare classifications and actual meaning across the five fields.

Open game comparison

ACCUMULATION & REUSE

Cross-game accumulation and reuse

Read how accumulated solution records and later reuse relate to the separate game-local design role.

Read the accumulation and reuse process