No scheduled auctions — any merchant can pay to take #1 at any moment, and holds it until someone pays more. That rank feeds a shared reward pool, played out through the game mechanics LoyalGenie already has, plus a wish marketplace where brands earn goodwill by granting what customers actually ask for.
This is the part borrowed straight from outbid.lol: there's no scheduled close. Any merchant can dethrone the current #1 the instant they're willing to pay more, and everyone watching sees it happen — that's the actual growth engine, not the game.
The bidding loop pays for reach and stocks the reward pool. The wishes loop turns individual asks into shareable brand moments. Both loops end where footfall is measured, which is the metric that funds the next bid.
Reward Pool Loop
Wishes Loop
The pool sells the visit, the game delivers the dopamine, the wish board keeps them coming back between campaigns.
Reward Pool feed — rank and odds are both bought by the merchant's bid.
Payout table is drawn from the pool, weighted by each sponsor's rank.
Granted wishes auto-generate a shareable card — the marketplace's cheapest ad unit.
Merchants see rank as something they're actively losing the moment they stop paying attention — the same always-on pressure that makes outbid.lol compulsive, pointed at footfall instead of a leaderboard for its own sake.
No scheduled close — #1 stays yours until someone pays more. Every bid is final.
Auto-demoted the moment stock hits zero — even if no one outbids you.
Projected reach if you hold #1
In priority order — each one guards against the way outbid.lol's always-live ladder tends to break when the thing being won is a real reward instead of a leaderboard slot.
Run a separate, always-live rank ladder per category × neighbourhood (e.g. “Food & Beverage · Koramangala”), each with its own #1 to dethrone. A single global ladder lets one large chain buy every #1 slot in the city forever; segmented pods let a local café actually take its own neighbourhood.
Guards against whale dominanceRank should set the payout probability in the spin/dice/lamp mechanic, not hand out the reward outright — cap any single sponsor's odds share (e.g. 35%) so the pool still feels generous and random to players even when one merchant has held #1 for weeks.
Keeps the game feeling fairNo auction window means no anti-snipe to design — just charge the instant a bid exceeds the current holder's price, final and non-refundable, exactly like outbid.lol. The one addition outbid.lol doesn't need: auto-demote a merchant the moment their reward stock hits zero, regardless of what they paid, so #1 can never mean “nothing left to redeem.”
Trust in the ladder itselfRoute a new wish to the 1–2 best-matched local merchants for a short window before opening it to the whole category — protects the wish from becoming a spam free-for-all and gives a merchant time to fulfil it before it's visible that they passed.
Protects the goodwill mechanicoutbid.lol's virality came from other founders watching the leaderboard change and jumping in themselves, not from end users. A public, screenshot-worthy “Rank Wars” feed of every outbid event (who paid what to take #1 from whom) is what pulls the next merchant in — plus a push notification the moment you're dethroned (“you dropped to #2 in Koramangala”).
This is the growth engineReuse the existing dashboard's hero metric rather than inventing a rank-specific vanity number — add Cost per Redemption and Rank ROI (impressions ÷ ₹ spent) next to it so a merchant can answer “was outbidding worth it” in the same terms they already trust the dashboard for.
Ties back to what Omkar sells