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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.

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.

Picking a game

Game typeGood forAvoid when
FlickQuick-action, high-repeat games (arcade launch)Members on slow devices — animation-heavy
CatchHand-eye reaction — good for younger audiencesAccessibility-critical communities
MemoryKnowledge / brand familiarityPlayers who dislike pattern-matching
BasketballBig-screen / playful communitiesSerious / 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.
See the full config options in Games.

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.
Use scope to run different games per community. Use show-in-games-tab to let admins attach games to challenges (via the Game action) without cluttering the games tab. 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.