About the author
Taras Svityk
LiveOps | Product Manager | Game Designer | Focus on Monetization & Retention
AnalysisHighlightsJournal 41 Taras Svityk March 28
A stylish game that attracts you at first sight!
Adventure RPG, where you fight with players using magic, swords, and build your own unique character strategy to win the battle, but as a cute, fluffy character. So let’s dive into what makes this game successful and worth playing.
Setting in games is the world and style where the game happens. It can be realistic, fantasy, cute, dark — and it helps the game feel unique and attract the right players.
Nowadays, style can be one of the main USPs of a game. It reflects user preferences — that’s why we see a lot of similar games with different settings. The most common example: PUBG and Fortnite. Very similar gameplay core, but completely different approaches, one goes for realism, the other for a stylized, fun experience. Both have their own strengths and weaknesses, and mostly attract different audiences.
Another interesting case is Coin Master vs Monopoly GO. While both have a similar core and belong to the same category, Monopoly’s setting plays a strong card by using a well-known IP. This makes user acquisition more effective, as it’s already a trusted and recognizable brand. I already mentioned almost 2 years ago how strong IPs are becoming one of the trends.
But Habby made a smart move.
If you don’t want to tie yourself to an IP and deal with all the limitations that come from the IP owner, there’s a genius alternative — use something that already has its own “brand” and is popular enough. So they went with Capybara.
Why it’s a great choice:
There are already great examples of this kind of approach. Who doesn’t know DOGE? A meme from the 2010s that turned into one of the biggest cryptocurrencies, with $ 25 billion! daily volume at one point — and even an official DOGE-related department in the US?
Or take the slime character trend. It grew popular thanks to the anime That Time I Got Reincarnated as a Slime (2018), which later led to several games:
The anime reached a global audience and made slime characters iconic, moving them from low-level dungeon mobs to main characters. That popularity quickly turned into game launches and a new niche in the market. Slime also appears in Capybara Go 🙂
While playing RPGs like AFK Arena or turn-based games like RAID, what’s important?
You mostly rely on these elements, along with a bit of luck, like landing a critical hit, which can sometimes increase your chances of beating the opponent. That’s what Habby did well.
They combined similar RPG aspects with a casual, casino-style approach like Monopoly to make progressing through levels more interesting and engaging. You still have gear that influences and defines your strategy, and you also have “characters” like pets and companions (unlocked later) that support you. But at the core, there’s still that luck mechanic, which remains essential to the gameplay.
Here’s my breakdown of how this hybrid model works:
All of this is spiced up with various level types where you can choose skills based on experience, go through skill selection phases, and engage in multi-round battles, changing environments, and unique bosses. This makes the gameplay both simple and highly addictive due to the intense pace and the integration of a hybrid gameplay model RPG mechanics that require strategy, character building, and progression from different angles, combined with casino elements where everything can be decided by luck.
Leverage successful mechanics Habby reused additionally some art and best practices from their previous games, which, in my opinion is a wise decision. It reduces development costs since part of the content is already “in your pocket.” Furthermore, your existing user base is more likely to adopt something familiar, while new players experience something already proven to work:
Even with a great title, there’s always room for improvement.
Live Ops has become one of the most important drivers of monetization. A great example is Monopoly GO, which demonstrated a huge impact through smart event design and user engagement. Their co-op PvP event stood out to me from the very beginning—I had a strong feeling it would uplift their revenue, and later AppMagic research confirmed it. If you haven’t read it, you can check it out here.
I also previously mentioned the strong mechanics used in Royal Match, which you can explore for additional inspiration Royal Match: Billion dollar success. From my perspective, events in Capybara currently lack interactivity and do not contain strong motivational or monetization mechanics. There’s significant room for improvement by combining best practices from top-performing games with original experimentation.
One direction to explore would be adding more interactive co-op or team-based PvP events, which could drive social engagement and deepen retention. These formats naturally support competition, collaboration, and leaderboard dynamics—proven levers for both engagement and monetization. I’m especially referring to smaller-scale or triggered events. While the recent Lunar New Year event was quite good, there’s a lot of unused space between major seasonal moments. The team should consider introducing regular events that provide a boost for players who want to progress, either through time investment (+ ads rewards) or spending (IAPs).
Personally, I’m not a fan of the idea of introducing different characters. I like having my Capybara as the core identity, and I believe skins could be much more meaningful than just cosmetic changes. Since the game already includes a variety of powers and abilities, it would be great to have skins or items that directly change the look, animations, and add unique skills for your Capybara, while still maintaining the core character.
Introducing completely different characters like panda or pig breaks the consistency of the Capybara universe and feels disconnected from the setting. With Capybara-based customization, you can introduce a wide range of fun and engaging looks, which still feel cohesive and valuable. But adding entirely different animals feels frustrating, both from a user experience and investment standpoint as it is perceived as different character.
P.S. In the game, you can have a new character and keep the skill but still look as Capybara, but then what the point of new characters?)
Offers — an area with huge untapped potential. Having worked extensively with offers throughout my career, I find the current offer system in Capybara extremely boring and underutilized. There are dozens of proven ways to present content in more dynamic and engaging structures—yet Capybara relies on very basic setups.
Here are just a few approaches that could make a massive difference:
Currently, there’s no art, no personalization, and no variety in the offer presentation—it’s all very static. That said, there was one thing I found very cool: the card system, especially the lifetime card. That concept felt valuable, long-term, and well-positioned for committed players.
Capybara has a great foundation, but with the right monetization structures, you could unlock far higher engagement and conversion rates while still keeping the experience player-friendly.
Compare offers from Capybara to other games:
Capybara GO is a standout title that delivers a fun and memorable experience (who wouldn’t enjoy playing a capybara riding a crocodile?), moreover represents a new hybrid genre — Social Casino RPG. From a product perspective, it’s more than just a stylish and entertaining game; it’s a case study worth playing, exploring, and learning from. Whether you’re in the games industry or simply a player seeking fresh, funny, and engaging gameplay, Capybara GO offers a clever blend of humor, simplicity, and smart design.
There’s a lot to admire in how Habby executed this concept — and even more potential still waiting to be unlocked. For anyone curious about hybrid gameplay, emotional hooks, or mobile monetization done right (and where it could evolve further), Capybara GO is worth your attention.
About the author
LiveOps | Product Manager | Game Designer | Focus on Monetization & Retention
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