This page covers strategy and balancing for Nudj’s game system. For the feature-level documentation of the visual game builder (creating new games, per-game-type configuration, preview, branding, repeatability, etc.), see Games.Documentation Index
Fetch the complete documentation index at: https://docs.nudj.cx/llms.txt
Use this file to discover all available pages before exploring further.
Picking a game
| Game type | Good for | Avoid when |
|---|---|---|
| Flick | Quick-action, high-repeat games (arcade launch) | Members on slow devices — animation-heavy |
| Catch | Hand-eye reaction — good for younger audiences | Accessibility-critical communities |
| Memory | Knowledge / brand familiarity | Players who dislike pattern-matching |
| Basketball | Big-screen / playful communities | Serious / B2B programs |
Balancing rewards
Games convert score into points/XP/rewards. Your settings decide how rewarding the game feels:- High xpPerScore — makes every action feel rewarding. Good for onboarding.
- Score thresholds — gate bigger rewards behind harder scores. Good for retention.
- Outcome-based (scratch products) — make the big reward rare. Good for hype.
Showing vs hiding games
Games have two visibility toggles:- Community scope (#1851) — whether a given game config is available in this community.
- Show-in-games-tab (#2104) — whether it appears in the member Games tab.
Featured games
The featured toggle (#1930) pins a game to the top of the games tab. Reserve for launches or seasonal events — overuse kills the signal.Repeatability
The repeatability toggle (#2304) decides whether the same game can be replayed by a member for rewards. Off = one-and-done. On = members can chase higher scores repeatedly.Next steps
Games (full feature)
Full documentation of the visual game builder, per-game-type config, preview, branding, translations.

