Tweet-Built Games

The #Dungeon Game Allows Users to Make Their Own Levels with Tweets

The #Dungeon game is one that's heavily connected to social media, so much so that users can generate new levels for the game by tweeting lines of code, followed by #HashtagDungeon.

The game is a mashes up Twitter with games like The Binding of Isaac and The Legend of Zelda, that require a user to clear all the rooms in a level before advancing to take on a boss.

Since the game has a unique connection to Twitter, developers Kieran Hicks and Sean Oxspring are also looking to reward those who build their own levels with tweets with exclusive items and enemies. Currently, the game is primarily being designed for coders, but the game's developers also want to give non-coders the opportunity to design levels from scratch as well.

Social Media-integrated Gaming
The #Dungeon game showcases the trend of integrating social media platforms like Twitter with gaming experiences, opening up new possibilities for user-generated content and engagement.
Crowdsourced Game Development
The ability for users to generate new levels for #Dungeon by tweeting lines of code demonstrates the trend of crowdsourcing game development, allowing players to actively participate in creating and expanding the game's content.
Incentivized User Contributions
The exclusive rewards offered by #Dungeon's developers for users who build their own levels with tweets highlights the trend of incentivizing user contributions, fostering a sense of community and collaboration in game development.

Industries Being Reshaped

Video Games
The #Dungeon game represents a disruptive innovation opportunity in the video game industry, utilizing social media integration and user-generated content to enhance gameplay and user engagement.
Social Media Platforms
The integration of Twitter with games like #Dungeon presents a potential disruptive innovation opportunity for social media platforms, expanding their user base and providing a unique interactive experience.
Gamification
The concept of rewarding users with exclusive items and enemies for building levels with tweets in #Dungeon exemplifies the disruptive innovation potential of gamification across various industries, encouraging active participation and engagement.
SCORE
3.8 out of 10
GENDER
70% Men30% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 29%
Activity 77%
Freshness 8%