u/Consistent_Strike_47

A simple design rule for daily rewards: reward the fantasy, not the login

I’m designing a daily reward system for an online football manager game, and I found one rule that helped me a lot:

>Do not reward the login. Reward the fantasy.

A lot of daily reward systems end up creating this loop:

Open game -> claim reward -> leave

That may help short-term retention, but I think it also teaches the wrong behavior.

The player is not really playing. They are collecting.

So I started asking a different question.

Not:

>How do I make players come back every day?

But:

>What meaningful behavior do I want to reinforce?

The player fantasy matters

For my game, the fantasy is not:

>I collected my daily coins.

The fantasy is:

>I am managing a football club.

So the daily reward should not happen just because the player opened the game.

It should happen after the player does something that feels like management.

Open office -> fix club issue -> prepare team -> earn momentum

That feels much closer to the actual game fantasy.

The reward is still there, but it is attached to behavior that belongs in the game world.

The framework I’m using

The small design test I’m using now is:

  1. What is the player fantasy?
  2. What daily behavior supports that fantasy?
  3. Can the reward come after that behavior instead of before it?
  4. Does the reward feel like it belongs in the game world?

For a football manager game, useful daily actions could be:

  • Checking urgent club issues
  • Preparing the team for the next match
  • Adjusting the lineup
  • Reacting to office tasks
  • Keeping the club moving

A simple example:

>If the striker is tired before tomorrow’s match, the reward should come after the manager notices it and adjusts the lineup. Not before.

That way, the system rewards management instead of just attendance.

Why I’m avoiding the word “streak”

I’m also trying to avoid calling it a streak. “Streak” works, but it feels generic. For this game, I’m leaning toward momentum. The club has momentum because the manager keeps showing up and making decisions.

Social Recovery

Where another manager can save your momentum once on a given time period.
Imagen you miss a day and than letter get the push notification

>"You missed yesterday, Luckly FC Kirhausen pushed your Momentum foreward. Today its your turn."

The social recovery idea is the one I’m most unsure about.

I like it because football is social, but I also think these systems can quickly become guilt pressure if they are too aggressive.

My current takeaway

A daily reward system should not only ask:

>How do we get the player to return?

It should also ask:

>What part of the game fantasy are we reinforcing?

If the reward supports the fantasy, it can make the game feel deeper. If it only rewards opening the app, it can easily become just another button to press.

How do you test whether a reward system supports the player fantasy, instead of just creating another habit loop?

And what do u think of the social aspect I am thinking of?

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u/Consistent_Strike_47 — 8 days ago

Game Title: PUSLE Football Manager

Made a football manager game with friends over the last year — browser + mobile — no ads, no p2w. Would love feedback.

Game Title: PULSE Football Manager

Playable Link:
👉 https://pulse-football.com

Trailer:
🎥 https://www.youtube.com/watch?v=Lg_PpYC4_Dg

Platforms:
✅ Browser
✅ Android
✅ iOS

Over the last year we have been building and slowly evolving our own online football manager game.

The original idea was pretty simple:

What if there was a football manager game that felt more community-driven, slower, and more social?

No energy systems.
No forced ads.
No pay-to-win mechanics.

Just building your club over time together with other real managers.

Some things currently in the game:

  • custom tactics & lineups
  • async league matches against real users
  • player training & development
  • transfer market
  • club staff systems
  • roadmap voting inside the game
  • daily management & momentum systems
  • browser + mobile support

One thing we learned during development:

Building the systems is actually the easy part.

The difficult part is onboarding, retention, clarity, and helping players emotionally connect to their club early on.

A lot of the improvements over the last months actually came directly from player feedback on Reddit and Discord.

So I would genuinely love to hear:

  • what feels confusing?
  • what feels interesting?
  • what would make you come back tomorrow?
  • what is missing from most football manager games?

Free to play:
[x] Yes

Involvement:
I am one of the main devs. Mostly gameplay systems, frontend, product/design decisions, and sometimes backend. Small team of 3 people and we still play the game ourselves daily.

u/Consistent_Strike_47 — 9 days ago