Glossary
Game design terms, shown in real games
The words designers use when they plan a game, explained in plain language. Each term that exists in mobile games ends with real screens and flows from the library, so you can see it instead of imagining it.
Core loop
The short cycle of actions a player repeats most often, such as play a level, earn a reward, spend it, and play again.
A fundamental idea, shown as a diagram
MDA framework
A way of breaking a game into mechanics (the rules), dynamics (what happens when people play by them) and aesthetics (how playing feels).
A fundamental idea, shown as a diagram
Meta game
The layer of goals and systems around the core loop, such as upgrades, collections and maps, that gives each play session a longer-term purpose.
230 screens · 20 games
FTUE (first-time user experience)
Everything a new player sees from first launch until they understand the game well enough to play on their own.
531 screens · 28 games
Reward reveal
The short animation or sequence that shows a player what they won, such as a chest opening, a card flip or coins counting up.
125 screens · 24 games
Hard currency
A scarce currency, often sold for real money, used for premium items, skips and things the free currency cannot buy.
750 screens · 18 games
Sinks and faucets
The two sides of a game economy: faucets add currency and items to the game, and sinks take them back out.
162 screens · 15 games
Soft currency
The common currency players earn by playing, spent on everyday upgrades, retries and boosters.
868 screens · 25 games
Battle pass
A season-long reward track with free and paid tiers, unlocked by playing, where the paid tier adds better rewards.
44 screens · 4 games
Gacha
A random reward mechanic where players spend currency on a pull, box or spin and receive an item chosen by chance, with published odds.
23 screens · 7 games
Limited-time offer
An offer that disappears after a set time, shown with a countdown to push a decision now rather than later.
186 screens · 19 games
Piggy bank
A savings jar that slowly fills as a player earns or spends, then offers to unlock the saved currency for a one-time purchase.
29 screens · 3 games
Price anchoring
Showing a high reference price or a large bundle first, so the other options look cheaper or better value by comparison.
49 screens · 18 games
Remove ads
A one-time purchase that turns off a game's forced ads, such as banners and full-screen interstitials, often leaving optional rewarded ads in place.
207 screens · 17 games
Rewarded ad
A video ad the player chooses to watch in exchange for an in-game reward, such as extra currency, a revive or a doubled prize.
13 screens · 8 games
Starter pack
A heavily discounted one-time bundle offered to new players, designed to make a first purchase easy.
18 screens · 9 games
Daily streak
A reward that grows with each consecutive day a player returns, and resets or pauses if they miss a day.
36 screens · 12 games
Energy system
A limited resource spent to play, which refills over time, so play comes in sessions and players are invited back later.
207 screens · 16 games
Saga map
A level map that shows the whole path of levels as a winding trail, with the player's position and what is coming next.
104 screens · 16 games
Player retention (D1, D7, D30)
The share of new players who come back after a set number of days, usually reported as D1, D7 and D30 retention.
83 screens · 15 games












































