Duckfactory
  • Introduction
  • Play-to-Reach and Free-to-Play Mechanics Explained
  • One-of-a-kind and extremely scarce assets
  • Gameplay
    • Battles
      • Battle level, tournaments and hall of fame
    • Battle Ducks
    • Fortification
    • Objects and skills
      • Packs and Backpack
    • Lands/Practice Mode
    • Eggs and candies
    • Mystery boxes
  • Ducks
    • Season 1
      • Common
      • Uncommon
      • Rare
      • Epic
      • Legendary
    • What characteristics does my duck have that make it special?
      • 1. Rarity
      • 2. Battle stats
      • 3. Production number
      • 4. Reward probability
    • HOW TO GET MY FIRST DUCK
    • ALBUM
    • Internal market
    • Wallet
  • Duckision
    • Story of Duckfactory
      • Inspiration
      • Problem Definition
      • Vision & mission
      • Conclusion
    • NFTs
    • Tokenomics
    • Game economy
    • Technology
    • Roadmap
    • Team
    • Legal y disclaimer
  • Social
    • Telegram
    • Twitter
    • Discord
    • Youtube
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  1. Duckision
  2. Story of Duckfactory

Problem Definition

This is a game

The majority of play-to-earn games fail because their economy is unstable and heavily relies on a constant influx of new users. Many projects prioritize the "earn" part of play-to-earn, forgetting that "play" is the essential component of this symbiosis.

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Last updated 2 years ago

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