About MOONA
Moona is a space-shooter word game designed to help Thai players learn and memorize 5,000 English vocabulary words through gameplay. Instead of traditional vocabulary memorization, players repeatedly encounter and review words while progressing through an entertaining space adventure.
If your company is not currently interested in entering the Thai market, we would be happy to customize MOONA for other countries and target markets.
Game Highlights
Genre
Educational space-shooter combining fast-paced action with English vocabulary learning.
Learning
Master 5,000 English words through repeated gameplay and interactive challenges.
Story
Rescue Moonas from enemy spaceships and travel through seven stages to Proxima Centauri b.
Hooks
Moona rescues, word combos, spectacular wormholes, planetary exploration, and a rewarding final rescue scene.
Real-World Connection
MOONA is inspired by a major world event that captured worldwide attention: the rescue of 13 members of the Wild Boars soccer team who were trapped in a cave in Chiang Rai, Thailand, in 2018.
Future Plans
MOONA Stories — learn vocabulary and conversational phrases from articles and travel stories.
Game Scope & International Potential
The game includes hundreds of levels, exciting visual effects, and space-themed gameplay such as traveling through wormholes to distant planets. The concept can also be localized for international markets by adapting the vocabulary to different language pairs.
The game has already been developed and published on Google Play and has accumulated approximately 5,000 downloads. Historical player behavior and engagement data have also been collected through Firebase and Google BigQuery.
So far, I have developed, published, and marketed the game independently. The game has never had support from a professional publisher.
Gameplay & Learning
25 Words per Vocabulary Set
Each set contains 25 words. Players encounter all 25 words from Stage 1 and practice them again in later stages.
Repeatable Stage Structure
Each vocabulary set starts at Stage 1. Enemy and stage designs remain the same across sets, while the vocabulary changes.
Increasing Difficulty
New enemy appearances and tougher shooting challenges are introduced as players progress. Stages 6–7 can be particularly challenging.
Skill-Based Power-ups
Each stage provides a limited supply of power-ups. Players can earn more by answering vocabulary correctly and destroying an enemy before it passes halfway down the screen.
Game Positioning
MOONA connects vocabulary mastery with arcade performance. Faster, more confident word recognition can help players earn additional power-ups and defeat enemies.
The game emphasizes repeated vocabulary practice and player skill rather than permanent spaceship or weapon upgrades.
Google Play Stats
Reported downloads and peak performance metrics
| Metric | Reported Value |
|---|---|
| Total Downloads | 5K |
| D1 Retention — Peak | 14% |
| D7 Retention — Peak | 5% |
| D14 Retention — Peak | 2% |
| D28 Retention — Peak | 1% |
| Daily Active Users (DAU) — Peak | 109 |
| Monthly Active Users (MAU) — Peak | 1,300 |
Retention, DAU and MAU values are reported peaks, not period averages. Dates, cohorts, countries and acquisition sources are not specified in this overview.
Player Engagement Highlights
Selected historical player usage metrics from Google BigQuery.
Maximum values reflect individual usage records or users, not typical player behavior. Usage records are not necessarily distinct gameplay sessions.
BigQuery Stats (Full)
Recorded usage metrics
| Metric | Reported Value |
|---|---|
| Total Usage Records | 1,247.0 records |
| Users With Usage | 723.0 users |
| Average Usage per Record | 4.22 minutes |
| Median Usage per Record | 2.35 minutes |
| Max Usage per Record | 49.58 minutes |
| Average Open Count per User | 1.89 opens |
| Max Open Count per User | 32.0 opens |
| Average Usage Records per User | 1.72 records |
| Average Total Usage per User | 7.28 minutes |
| Max Total Usage per User | 3.3 hours |
A usage record should not automatically be equated with a distinct gameplay session. Metric definitions, event boundaries and cohort dates should be validated before session-level or retention comparisons.
Publisher Evaluation
These results provide an initial performance baseline. A publisher-led test could assess cost per install (CPI), cohort retention, stage progression and vocabulary-learning engagement with consistently defined analytics events.
Contact & Game Links
Witaya Chotrungseeyakul
Developer & Publisher of MOONA – Word Adventure 5000
Email: wyc007@gmail.com
