ManiMani Ideation
MM-DOS Game Catalog

Mine Quest

Web port of Tapps Games’ original mining adventure game. The player explores mines, breaks blocks, collects resources and treasures, crafts equipment, and progresses through increasingly challenging areas.

Draft Discovery 1.0
JSON Context All Projects

Current State

Focus
Mine Quest — CrazyGames Basic Launch Baseline
Setup
Incomplete (primary_reference, reference_thesis)
Primary Reference
—
Reference Thesis
—
Reference Alignment
—
Open Questions
Does the existing Mine Quest web baseline show sufficient audience fit on CrazyGames to justify further investment? · Does the black interval occur before the game iframe document paints, or after the page begins executing but before the overlay becomes visible? · Should a fresh player see a shortened/full-screen-skippable cutscene, or should narrative be deferred until after first agency? · Should fresh saves bypass Home only, or bypass both Home and the cutscene? · Can Poki expose resource/load timing outside game-authored measure events for users who leave before the SDK initializes?
Next Actions
Define the smallest instrumented first-run experiment after deciding whether fresh players should enter the cutscene with a full-screen skip or enter the first mine directly. Add shared Poki measure support and stable checkpoints for shell ready, Home visible/interact, cutscene start/skip/complete, first-mine start, and first-block destroyed.
Latest Findings
Latest Poki Player Fit for mine-quest-poki-minsizerel002.zip: average session 101.2s, p90 172.8s, median 50.0s, under-3m sessions 90.0%, Poki start rate 49.2%. · The packaged page contains a visible HTML loading overlay before the runtime scripts and a 22.7 MB game.data download. If Poki recordings remain black before that overlay appears, the delay is upstream of Lua and likely before the game document paints or while the host/iframe/resource request is being established; it is not the in-game loading screen. · The cutscene Skip label starts hidden. A tap anywhere on the cutscene only reveals the label; the player must then tap the small lower-left label before it fades. Repeated taps elsewhere therefore do not skip, matching the observed exits. · GameMain always constructs Home first with a 3000 ms scene load transition. A fresh player must then tap Home to enter the initial cutscene, which later routes to the first mine. Returning players also route through Home. · The current Poki lifecycle calls gameLoadingFinished when Home first becomes visible and calls gameplayStart when a gameplay scene becomes active after a trusted interaction. It does not measure a first block break, cutscene exposure/skip, Home exposure/play, or detailed tutorial progress. · The failed comparison rejects dialogue friction as the tested mechanism, but cannot determine where players were lost before gameplay or whether a direct first-run route would help. · Keep the game in Decision Pending. The next decision should compare a small set of distinct product choices rather than treating them as one implementation: make the cutscene skippable by any deliberate tap or remove it for first-time players; bypass Home for fresh saves while preserving it for returning players; and investigate whether the pre-document black interval is a Poki capture/hosting issue or payload delivery issue. Instrument the funnel before or alongside any new test so aggregate session statistics are no longer the only evidence.
Updated
2026-10-16T16:11:06.685097Z

Active Hypotheses

First-session loss is concentrated in one or more upstream checkpoints—pre-game loading visibility, Home interaction, the cutscene's hidden two-step Skip, or the transition into meaningful mining—and checkpoint-level Game Events will distinguish those mechanisms.
The failed Dialogue Friction Pass and playtest videos expose multiple plausible upstream blockers that aggregate gameplayStart and session metrics cannot separate.
testing · CONFIRMED
The existing Mine Quest baseline may find a more suitable audience on CrazyGames without gameplay redesign.
User-approved cross-portal batch uses existing builds and marketing readiness to obtain new platform evidence cheaply.
proposed · CONFIRMED

Latest Experiment

Mine Quest — CrazyGames Basic Launch Baseline
Does the existing Mine Quest web baseline show sufficient audience fit on CrazyGames to justify further investment?
Prepare the existing playable web baseline for CrazyGames Basic Launch with only required compatibility fixes and marketing/submission materials. No CrazyGames SDK integration is required for this first test. Túlio reports builds are straightforward and below 50 MB; verify the selected artifact when submitting. Preserve gameplay, tutorial, progression and economy. Select an existing build and record its exact version; do not assume latest is best.
approved · 2026-09-27T23:12:32.965986Z

Latest Player Fit

mine-quest-poki-minsizerel002.zip
Avg Session
101.15s
P90 Session
172.8s
Median Session
50.0s
Under 3m Sessions
90.0%
Fps Average
52.20340772014475
Target Gameplays
500
New Engagement Seconds
170.27642276422765
Pageviews
500
Status
completed
Session Time Average Seconds
101.15
Fps Median
57
Fps P95
84
Export Type
player_fit_tests
Poki Game Id
73da6ee6-59b9-49bb-8ddb-abfe6031e123
Session Time Median Seconds
50.0
Gameplays
246
Under 3m Session Rate Percent
90.0
Median Engagement Seconds
50
Session Time P90 Seconds
172.8
Poki Version Id
1ee80197-d9a8-4941-a2a4-deb1aa7fdcc1
Poki Gameplay Start Rate Percent
49.2
Poki Player Fit Test Id
4b5131fb-9de2-4f06-a513-534bb50d0540
Parser Version
poki-json-v3
Version Label
mine-quest-poki-minsizerel002.zip
Started
500
Engagement Seconds
101.15

Latest Poki Player Fit for mine-quest-poki-minsizerel002.zip: average session 101.2s, p90 172.8s, median 50.0s, under-3m sessions 90.0%, Poki start rate 49.2%.

Latest Decision

No decision recorded.