Toca Boca Days

Timed Event System

My Role: Feature Owner, System & Gameplay Designer
Team Size: 10+

This is a time-based in-game events system that transform existing locations into competitive, replayable experiences with clear directed goals and social rewards that aims to create stronger reason to socialize and self-express.

Responsibilities

  • Designed system framework for multiple event types.

  • Defined gameplay and phases for each event type.

  • Designed the overarching UX flow for real-time guidance.

  • Conducted and drove the entire playtest process, from planning to execution and analyzing results..

  • Iterated and balanced event gameplay to maximize engagement and retention KPIs.

Walkthough

The Challenge

  • Retention was dropping because players quickly ran out of meaningful reasons to return daily.

  • Many core gameplay loops was mostly a binary choice: “Do I engage, or not?”

    • Each play session felt the same, with little variation.

    • Fun peaked in the first days from novelty and multiplayer discovery, but quickly flattened.

    • Players didn’t know what they could be missing because nothing really changed.

  • Hero locations looked inviting but lacked compelling gameplay, leaving them underused despite strong player expectations.

  • We also needed to:

    • Reuse existing systems (fast results with limited dev time).

    • Give cosmetics more purpose (a key monetization driver).

    • Lay a foundation for a scalable system.

Design Approach

Instead of inventing entirely new mechanics - How can we break the binary loop, make choices matter more and create a stronger purpose for cosmetics, while leveraging what we already have?

  • Give players more interesting choices - avoid flat “yes/no” gameplay.

  • Add multiple outcomes - make sessions play out slightly differently each time.

  • Highlight players - recognition is powerful in social contexts

  • Layer engagement onto existing features - minimizing dev time but deepening value.

The Solution

A dynamic, timed event system that brings locations to life with social, replayable gameplay.

  • Clear goals: Each event offers a simple but meaningful objective (like “Win the Fashion Contest”).

  • Dynamic replayability: Each Event Type unfold in multiple rounds or phases with their own unique gameplay, encouraging experimentation and returning to play..

  • Empowering players: Winners are spotlighted with bragging rights, visual rewards, and recognition.

  • Integration with existing systems: Reused mechanics and locations, adding bespoke gameplay where needed.

  • Lingering effects: Rewards extend into the wider social playground, fueling social interaction.

Player Experience Before

Player Experience After

Event Types

Fashion Contest

  • Mechanic: Dress Up, Showcase & Vote

  • Win Condition: Most Votes

  • Target Archetype: Creator, Achiever

Crab Rescue

  • Mechanic: Plattforming, collect & return resource (crabs)

  • Win Condition: Most collected resources (crabs)

  • Target Archetype: Achiever, Explorer

Spotlight Dancing

  • Mechanic: Perform dance moves in spotlights

  • Win Condition: Most dance score

  • Target Archetype: Achiever, Socializer

Event UX flow

Reflection

The Timed Event System transformed previously flat locations into daily engagement drivers by creating more meaningful choices and replayability through diverse event-type gameplay hooks. It also strengthened monetization by putting cosmetics in the spotlight and built social energy around locations, keeping them active hubs rather than dead spaces.

Timed Event System