Spin the wheel and treasure chest
Data stores can be used to create engaging mini-games like "Spin the Wheel" and "Treasure Chest." These games add an element of chance and excitement to your engagement strategy.
Overview
These mini-games use data stores to save information that determines the probability of particular outcomes, such as:
- Which spoke on the wheel is selected
- Which prize in the treasure chest is unlocked
The rest is implemented using standard mechanics from the Mambo platform, combined with a custom user interface.
Implementation steps
Follow these steps to create a spin the wheel or treasure chest mini-game:
-
Create a coupon (optional)
- Create a coupon that gives users the opportunity to spin the wheel or open the treasure chest
- Associate a relevant image with the coupon (e.g., a token for spinning the wheel or a key for the treasure chest)
- The coupon can be earned by exchanging points or through other mechanics
- Alternatively, you could simply allow users to spend their points directly for spins or chest openings
-
Define behaviours
- Create behaviours that will reward the user based on the outcome
- These behaviours will be triggered when the user spins the wheel or opens the treasure chest
- The behaviour triggered will depend on the probabilities defined in the data store
-
Set up rewards (optional)
- Tie rewards to the behaviours to recognise streaks or combinations of outcomes
- This can add an additional layer of engagement to the mini-game
-
Configure data stores
- Create a data store to define the different possible outcomes and their probabilities
- Link each outcome to a specific behaviour that should be triggered
- See the example code below for a spin the wheel implementation
-
Build the user interface
- Create a custom UI that allows users to:
- See their available tokens/keys
- Interact with the wheel or chest
- View their rewards after spinning/opening
- Create a custom UI that allows users to:
Example code
Below is a sample data store for a spin the wheel mini-game:
JSON
In this example:
- Each object represents a possible outcome on the wheel
- The
probabilityfield determines the likelihood of each outcome (the sum should equal 1.0) - The
behaviour_verbfield specifies which behaviour will be triggered - The
behaviour_metadatacontains additional information that can be used by the behaviour