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My Game has about 43.8 Million Frogs to Collect. How can I encourage and reward the player to Collect them, even though they will likely only end up Collecting a Fraction of all Frogs?

r/IndieDev
8/15/2025

Content Summary

The post discusses a game with 43.8 million procedurally generated frogs, raising concerns about how to encourage players to collect them. Users express frustration that the number is too large and unmanageable, with many suggesting reducing the number or focusing on collecting attributes rather than combinations. Some suggest implementing rewards, milestones, and hiding the total number of frogs to reduce overwhelm. Others highlight the importance of making each frog feel unique and providing meaningful gameplay reasons to collect them. The discussion also touches on potential strategies for engagement, such as using achievements, leaderboards, and community-driven goals.

Opinion Analysis

Mainstream opinion suggests that the number of frogs is too high and impractical for most players, with many advocating for a more manageable approach focused on attributes rather than combinations. Some users believe that the game should hide the total number of frogs to avoid overwhelming players. A few positive opinions support the idea of procedural generation and uniqueness, but most agree that the current scale may deter completionists. There are conflicting views on whether the game should prioritize aesthetics or gameplay, with some arguing that the sheer number of frogs is unnecessary and others seeing it as a creative challenge. Overall, the discussion highlights the need for balance between creativity and player experience.

SAAS TOOLS

SaaSURLCategoryFeatures/Notes
No specific SaaS tools mentioned in the post or comments.N/AN/AN/A

USER NEEDS

Pain Points:

  • Players feel that collecting 43.8 million frogs is futile and overwhelming.
  • The sheer number of frogs makes it seem unachievable and discouraging.
  • Players are concerned about the lack of meaningful differences between frogs, making collection less appealing.
  • There's a fear that the game might be too grindy or repetitive.

Problems to Solve:

  • How to make the collection of frogs feel rewarding and manageable.
  • How to avoid making the player feel like they're stuck with an impossible goal.
  • How to keep players engaged without overwhelming them with too many options.

Potential Solutions:

  • Focus on collecting attributes (like colors, patterns, and body types) rather than every possible combination.
  • Use a tiered system where players can collect sets of frogs instead of all combinations.
  • Implement achievements, milestones, and rewards for completing smaller goals.
  • Hide the total number of frogs from the player to reduce intimidation.
  • Add gameplay mechanics that give meaning to each frog, such as unique abilities or story elements.

GROWTH FACTORS

Effective Strategies:

  • Focusing on user feedback and iterating based on player input.
  • Highlighting unique features of the game, such as procedural generation and attribute-based collection.
  • Building a community around the game through social media and forums.

Marketing & Acquisition:

  • Leveraging nostalgia by drawing inspiration from classic games like Pocket Frogs.
  • Using Steam as a platform to reach a broad audience.
  • Encouraging word-of-mouth marketing through exciting gameplay and unique mechanics.

Monetization & Product:

  • Considering tradeable items or in-game purchases for frogs, though this is still under consideration.
  • Emphasizing the value of the game's unique collection system and procedural generation.
  • Balancing the number of frogs to ensure the game remains accessible and engaging.

User Engagement:

  • Creating a sense of discovery and uniqueness by making each frog feel special.
  • Offering rewards for milestones and achievements to keep players motivated.
  • Encouraging community interaction through leaderboards, shared goals, and collaborative efforts.