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Anton Slashcev

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Most Popular Rewarded Ads Placements in Hybrid-Casual

Most Popular RV Ads Placements in Hybrid-Casual ๐Ÿญ. ๐ŸŽ ๐—ฅ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ ๐— ๐˜‚๐—น๐˜๐—ถ๐—ฝ๐—น๐—ถ๐—ฒ๐—ฟโ€ข Appears after a win (~every 3โ€“5 minutes)โ€ข Offers x1.5 to x3 in-game currencyโ€ข Seen in: Mob Control, Screw Jam, Tower War๐Ÿฎ. โค๏ธ ๐—˜๐˜…๐˜๐—ฟ๐—ฎ ๐—Ÿ๐—ถ๐—ณ๐—ฒโ€ข Shows up when the player loses a levelโ€ข Revives or restarts the runโ€ข Works even without an active win streakโ€ข Seen in: Mob Control, Screw Jam๐Ÿฏ. โฉ ๐—ฆ๐—ฝ๐—ฒ๐—ฒ๐—ฑ ๐—จ๐—ฝโ€ข Skips building upgrade timersโ€ข Used in hubs or chest unlock screensโ€ข Available multiple times a dayโ€ข Seen in: Mob Control, Pocket Champs, 3D Racing๐Ÿฐ. โšก ๐—œ๐—ป๐˜€๐˜๐—ฎ๐—ป๐˜ ๐—จ๐—ฝ๐—ด๐—ฟ๐—ฎ๐—ฑ๐—ฒ ๐—จ๐—ป๐—น๐—ผ๐—ฐ๐—ธโ€ข Gives just enough currency to unlock the next stageโ€ข Appears when the user doesnโ€™t have enough soft currencyโ€ข Seen in: Mob Control๐Ÿฑ. ๐ŸŽ‰ ๐—™๐—ฟ๐—ฒ๐—ฒ ๐—œ๐˜๐—ฒ๐—บ / ๐—–๐—ต๐—ฒ๐˜€๐˜ ๐—จ๐—ป๐—น๐—ผ๐—ฐ๐—ธโ€ข Grants a free upgrade item or chestโ€ข Found in the shop or daily dealsโ€ข Typically 1x per dayโ€ข Seen in: […]

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10 Ways to Monetize a Game

10 Ways to Monetize a Game Here are 10 common game monetization models: ๐Ÿญ. ๐—ฃ๐—ฟ๐—ฒ๐—บ๐—ถ๐˜‚๐—บ โ€“ ๐—ฃ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ๐˜€ ๐—ฏ๐˜‚๐˜† ๐˜๐—ต๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ ๐˜‚๐—ฝ๐—ณ๐—ฟ๐—ผ๐—ป๐˜ ๐—ณ๐—ผ๐—ฟ ๐—ณ๐˜‚๐—น๐—น ๐—ฎ๐—ฐ๐—ฐ๐—ฒ๐˜€๐˜€. โ€ข Instant revenue, full experience โ€ข High price can deter players ๐Ÿฎ. ๐—™๐—ฟ๐—ฒ๐—ฒ-๐˜๐—ผ-๐—ฃ๐—น๐—ฎ๐˜† (๐—™๐Ÿฎ๐—ฃ) โ€“ ๐—™๐—ฟ๐—ฒ๐—ฒ ๐˜๐—ผ ๐—ฑ๐—ผ๐˜„๐—ป๐—น๐—ผ๐—ฎ๐—ฑ, ๐—ฏ๐˜‚๐˜ ๐—บ๐—ผ๐—ป๐—ฒ๐˜๐—ถ๐˜‡๐—ฒ๐—ฑ ๐˜๐—ต๐—ฟ๐—ผ๐˜‚๐—ด๐—ต ๐—ถ๐—ป-๐—ด๐—ฎ๐—บ๐—ฒ ๐—ฝ๐˜‚๐—ฟ๐—ฐ๐—ต๐—ฎ๐˜€๐—ฒ๐˜€. โ€ข Large player base, high revenue potential โ€ข High competition, requires constant updates ๐Ÿฏ. ๐——๐—Ÿ๐—– (๐——๐—ผ๐˜„๐—ป๐—น๐—ผ๐—ฎ๐—ฑ๐—ฎ๐—ฏ๐—น๐—ฒ ๐—–๐—ผ๐—ป๐˜๐—ฒ๐—ป๐˜) โ€“ ๐—”๐—ฑ๐—ฑ๐—ถ๐˜๐—ถ๐—ผ๐—ป๐—ฎ๐—น ๐—ฝ๐—ฎ๐—ถ๐—ฑ ๐—ฐ๐—ผ๐—ป๐˜๐—ฒ๐—ป๐˜ ๐—ฝ๐—ผ๐˜€๐˜-๐—น๐—ฎ๐˜‚๐—ป๐—ฐ๐—ต. โ€ข Extends game lifecycle, ongoing revenue โ€ข Requires continuous development, balancing paid vs. free content ๐Ÿฐ. ๐—ฃ๐—น๐—ฎ๐˜†-๐˜๐—ผ-๐—˜๐—ฎ๐—ฟ๐—ป โ€“ ๐—ฃ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ๐˜€ ๐—ฒ๐—ฎ๐—ฟ๐—ป ๐—ฟ๐—ฒ๐—ฎ๐—น-๐˜„๐—ผ๐—ฟ๐—น๐—ฑ ๐˜ƒ๐—ฎ๐—น๐˜‚๐—ฒ ๐˜๐—ต๐—ฟ๐—ผ๐˜‚๐—ด๐—ต ๐—ถ๐—ป-๐—ด๐—ฎ๐—บ๐—ฒ ๐—ฎ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ถ๐˜๐—ถ๐—ฒ๐˜€ (๐—ฐ๐—ฟ๐˜†๐—ฝ๐˜๐—ผ, ๐—ก๐—™๐—ง๐˜€). โ€ข Attracts players with rewards, player-driven economy โ€ข Security risks, regulatory challenges ๐Ÿฑ. ๐—ฅ๐—ฒ๐—ฎ๐—น ๐— ๐—ผ๐—ป๐—ฒ๐˜† ๐—š๐—ฎ๐—บ๐—ฏ๐—น๐—ถ๐—ป๐—ด โ€“ ๐—•๐—ฒ๐˜๐˜๐—ถ๐—ป๐—ด ๐—ฟ๐—ฒ๐—ฎ๐—น ๐—บ๐—ผ๐—ป๐—ฒ๐˜† ๐—ผ๐—ป ๐—ถ๐—ป-๐—ด๐—ฎ๐—บ๐—ฒ ๐—ผ๐˜‚๐˜๐—ฐ๐—ผ๐—บ๐—ฒ๐˜€. โ€ข High revenue, strong player engagement โ€ข Legal restrictions, ethical concerns ๐Ÿฒ. ๐—ฆ๐˜‚๐—ฏ๐˜€๐—ฐ๐—ฟ๐—ถ๐—ฝ๐˜๐—ถ๐—ผ๐—ป โ€“ ๐—ฅ๐—ฒ๐—ฐ๐˜‚๐—ฟ๐—ฟ๐—ถ๐—ป๐—ด ๐—ฝ๐—ฎ๐˜†๐—บ๐—ฒ๐—ป๐˜๐˜€ ๐—ณ๐—ผ๐—ฟ ๐—ฎ๐—ฐ๐—ฐ๐—ฒ๐˜€๐˜€ ๐˜๐—ผ ๐—ฎ ๐—ด๐—ฎ๐—บ๐—ฒ […]

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Game Tutorial Guide

Game tutorials can make or break the player experience. 1๏ธโƒฃ Keep it short โ€ข Players want to play, not sit through walls of text. โ€ข Focus only on essential actions or controls. 2๏ธโƒฃ Make it interactive โ€ข Let players learn by doing, not just watching. โ€ข Use simple tasks to build muscle memory. 3๏ธโƒฃ Show, donโ€™t tell โ€ข Demonstrate mechanics visually. โ€ข Use minimal text or voiceover. โ€ข Let players experiment safely. 4๏ธโƒฃ Offer quick feedback โ€ข Reward success with sound effects, visual cues, or in-game rewards. โ€ข Correct mistakes gently and immediately. 5๏ธโƒฃ Integrate into real gameplay โ€ข Merge tutorials with actual levels or scenarios. โ€ข Avoid jarring transitions from โ€œlearning modeโ€ to the real game. And avoid these common pitfalls: โŒ Over-explaining โœ… Use visual cues like arrows or lighting instead of long text. โŒ Too many controls […]

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Churn Breakdown in Mobile Games

What causes player churn? 1๏ธโƒฃ FTUE Issuesโ€ข Poor tutorials: Confusing, unclear, unskippable.โ€ข Immediate frustration: Bugs, lag, unresponsive buttons.โ€ข Misleading creatives: Fake gameplay, bait-and-switch.โ€ข Weak hook: Boring loop, no early reward, no motivation.2๏ธโƒฃ Core Gameplay Problemsโ€ข Bad controls: Unresponsive, laggy, clunky.โ€ข Shallow gameplay: No depth, no synergy, no evolution.โ€ข Weak feedback: Poor game feel, unclear UI, no haptics.โ€ข Pacing issues: Inconsistent, no rewarding highs.3๏ธโƒฃ Progression Barriersโ€ข No challenge: Repetitive, no skill mastery, auto-play.โ€ข Difficulty spikes: Unfair levels, paywalls, OP enemies.โ€ข Poor progression: Grinding, unbalanced, overly long.โ€ข No long-term goals: Weak achievements, no endgame.4๏ธโƒฃ Economy & Monetization Mistakesโ€ข Pay-to-win: OP items locked, skill ignored, imbalance.โ€ข Confusing monetization: No value, too many ads, premium spam.โ€ข Aggressive currency sinks: Endless drain, frequent pop-ups.5๏ธโƒฃ Miscellaneous Issuesโ€ข Community & support: Toxic chat, slow support, no follow-up.โ€ข Poor communication: No patch clarity, no dev feedback.โ€ข Technical problems: […]

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System: Successful Games’ Formula

The formula for a successful game isn't magic, it's a system. Hereโ€™s the blueprint: ๐Ÿญ. ๐Ÿ“Š ๐——๐—ฎ๐˜๐—ฎ โ€ข Research trends and player behavior โ€ข Analyze competitor strengths and weaknesses โ€ข Gather player feedback and track key metrics ๐Ÿฎ.ย ๐—›๐—ผ๐—ผ๐—ธ โ€ข Grab attention in 5 seconds โ€ข Define your unique selling point (USP) โ€ข Align advertising with what makes your game special ๐Ÿฏ. ๐ŸŽฎ ๐—š๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜† โ€ข Focus on fun and engaging mechanics โ€ข Set clear win/loss conditions โ€ข Create an addictive core loop ๐Ÿฐ. ๐ŸŽจ ๐—ฉ๐—ถ๐˜€๐˜‚๐—ฎ๐—น๐˜€ โ€ข Establish a distinct art style โ€ข Make your game visually unique โ€ข Add "game juice" for a polished feel ๐Ÿฑ. ๐Ÿ“ˆ ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป โ€ข Offer upgrades, new skills, and unlockables โ€ข Design a smooth difficulty curve โ€ข Keep players coming back for more ๐Ÿฒ. ๐Ÿ† ๐— ๐—ฒ๐˜๐—ฎ โ€ข Define short-term and long-term goals โ€ข Add non-gameplay rewards […]

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How to Evaluate Game Ideas

36 questions to evaluate your game idea ๐— ๐—”๐—ฅ๐—ž๐—˜๐—ง ๐Ÿ“ˆ 1. How big is your genre? 2. Is the niche growing or declining? 3. Are new devs entering your niche? 4. How could your niche change in the future? ๐—–๐—ข๐— ๐—ฃ๐—˜๐—ง๐—œ๐—ง๐—œ๐—ข๐—ก โš”๏ธ 5. Who are your main competitors? 6. What makes them successful? 7. How does your game stand out? 8. Why did similar games fail? ๐—”๐—จ๐——๐—œ๐—˜๐—ก๐—–๐—˜ ๐ŸŽฏ 9. Who is your audience? 10. What do they value in a game? 11. What do they say about similar games? 12. What desire does your game fulfill? ๐—š๐—”๐— ๐—˜ ๐——๐—˜๐—ฆ๐—œ๐—š๐—ก ๐ŸŽฎ 13. Is your concept unique enough? 14. Does the art style stand out? 15. Whatโ€™s the core gameplay loop? 16. What will keep players coming back? ๐—ฃ๐—œ๐—ง๐—–๐—› & ๐—˜๐—ซ๐—ฃ๐—˜๐—ฅ๐—œ๐—˜๐—ก๐—–๐—˜ ๐ŸŽฌ 17. Can you pitch the idea in one sentence? 18. Can you imagine […]

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Gossip Harborโ€™s Live Ops Strategy

Gossip Harborโ€™s Live Ops Strategy Gossip Harbor is a masterclass in Live Ops execution. In 2024 alone: โ€ข 20 new events โ€ข 5 new offers โ€ข Significant revenue growth ๐ŸŽฏ ๐—˜๐—ฉ๐—˜๐—ก๐—ง ๐—–๐—”๐—ง๐—˜๐—š๐—ข๐—ฅ๐—œ๐—˜๐—ฆ โ€ข WEEKLY EVENTS โ€“ Short bursts (1-3 days) on specific weekdays โ€ข MID-TERM EVENTS โ€“ Rotating events lasting 4-7 days โ€ข LONG-TERM EVENTS โ€“ Spanning 2+ weeks, often back-to-back โ€ข HOLIDAY EVENTS โ€“ One-day themed specials โ€ข SHORT-TERM EVENTS โ€“ Quick engagement boosters (30 min - 1 hr) ๐ŸŽฎ ๐—ช๐—˜๐—˜๐—ž๐—Ÿ๐—ฌ ๐—˜๐—ฉ๐—˜๐—ก๐—ง๐—ฆ โ€“ ๐—˜๐—ก๐—š๐—”๐—š๐—˜๐— ๐—˜๐—ก๐—ง ๐——๐—ฅ๐—œ๐—ฉ๐—˜๐—ฅ๐—ฆ โ€ข Samโ€™s Road Trip โ€“ Collect wheels from orders for rewards โ€ข Pinata Party โ€“ Merge bats to reach max level and earn prizes โ€ข Coconutโ€™s Sky Journey โ€“ Merge balloons for increasing rewards โ€ข Oliviaโ€™s Lollipop Hunt โ€“ Merge lollipops to max level for bonuses โ€ข Zivaโ€™s Goldrush & Beat The Heat Wipeout […]

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Ads Monetization Guide For Mobile Games

Ads Monetization Guide For Mobile Games ๐Ÿญ. ๐—œ๐—ป๐˜๐—ฒ๐—ฟ๐˜€๐˜๐—ถ๐˜๐—ถ๐—ฎ๐—น ๐—ฎ๐—ฑ๐˜€โ€ข Use event-based ads after key moments like level-ups or feature unlocks.โ€ข For timer-based ads, add a countdown and offer small rewardsโ€ข Delay ads if the player is mid-action to avoid frustration.๐Ÿฎ. ๐—ฅ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ๐—ฒ๐—ฑ ๐˜ƒ๐—ถ๐—ฑ๐—ฒ๐—ผ๐˜€ (๐—ฅ๐—ฉ)โ€ข Offer temporary boosts like speed boosts, extra capacity, or 2x income.โ€ข Place RV triggers inside the game world for better immersion.โ€ข Use high-quality visuals to make rewards feel premium.๐Ÿฏ. ๐—”/๐—• ๐˜๐—ฒ๐˜€๐˜๐—ถ๐—ป๐—ดโ€ข Test when and how interstitials appear to balance revenue and retention.โ€ข Experiment with different RV rewards to find the best incentives.โ€ข Cap total ads over time to avoid fatigue.๐Ÿฐ. ๐—ž๐—ฒ๐˜† ๐—บ๐—ฒ๐˜๐—ฟ๐—ถ๐—ฐ๐˜€ ๐˜๐—ผ ๐˜๐—ฟ๐—ฎ๐—ฐ๐—ธโ€ข Average RV views per userโ€ข Churn post-ad viewโ€ข IAA revenueโ€ข Ad fill rateโ€ข eCPM๐Ÿฑ. ๐—˜๐˜…๐˜๐—ฟ๐—ฎ ๐˜๐—ถ๐—ฝ๐˜€โ€ข Avoid disrupting the player experience.โ€ข Reward generously for RVs to make ads feel fair.โ€ข Offer a "No […]

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Want to review a new game like a pro?

Want to review a new game like a pro? ๐Ÿญ. ๐—ฅ๐—ฒ๐˜€๐—ฒ๐—ฎ๐—ฟ๐—ฐ๐—ต ๐—ฐ๐—ผ๐—บ๐—ฝ๐—ฒ๐˜๐—ถ๐˜๐—ผ๐—ฟ๐˜€ ๐—ณ๐—ถ๐—ฟ๐˜€๐˜. Before diving in, understand the landscape. โ€ข Read user reviews in app stores โ€ข Play 3-5 competitor games โ€ข Take screenshots of key moments โ€ข Analyze gameplay tempo, monetization strategies, and engagement hooks ๐Ÿฎ. ๐—ฃ๐—น๐—ฎ๐˜† ๐˜๐—ต๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ ๐˜๐˜„๐—ถ๐—ฐ๐—ฒ. 1๏ธโƒฃ ๐—™๐—ถ๐—ฟ๐˜€๐˜ ๐—ฝ๐—น๐—ฎ๐˜†๐˜๐—ต๐—ฟ๐—ผ๐˜‚๐—ด๐—ต: โ€ข Does it engage from the start? โ€ข Is the user flow intuitive? โ€ข Do mechanics fit together? โ€ข Are objectives and progression clear? โ€ข Is monetization appealing or intrusive? 2๏ธโƒฃ ๐—ฆ๐—ฒ๐—ฐ๐—ผ๐—ป๐—ฑ ๐—ฝ๐—น๐—ฎ๐˜†๐˜๐—ต๐—ฟ๐—ผ๐˜‚๐—ด๐—ต: โ€ข Is the tutorial effective? โ€ข Do mechanics evolve or get repetitive? โ€ข Are boosters balanced? โ€ข Does level design introduce challenges? โ€ข Are UI, art, and social mechanics well-integrated? โ€ข Are ads and offers well-placed? โ€ข Any bugs or glitches? ๐Ÿฏ. ๐—”๐—ป๐—ฎ๐—น๐˜†๐˜‡๐—ฒ ๐—ธ๐—ฒ๐˜† ๐—บ๐—ฒ๐˜๐—ฟ๐—ถ๐—ฐ๐˜€. Once youโ€™ve played, dig into the data. โ€ข […]

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Habby Dominates the Roguelike Genre

Habby dominates the roguelike genre. ๐Ÿญ. ๐—˜๐—ป๐—ด๐—ฎ๐—ด๐—ถ๐—ป๐—ด ๐—ด๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜†ย ย ๐Ÿ•น๏ธ โ€ข Fast, action-packed sessions with wave-based combat โ€ข Simple joystick/tap controls for easy access โ€ข Deep strategy and skill-based progression ๐Ÿฎ. ๐—ฆ๐—บ๐—ฎ๐—ฟ๐˜ ๐—ฝ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐˜€๐˜†๐˜€๐˜๐—ฒ๐—บย ๐Ÿ“ˆ โ€ข Players pick abilities, creating unique builds each run โ€ข Early levels are easy to attract players โ€ข Late-game challenges push skill (or spending) ๐Ÿฏ. ๐—ฆ๐—บ๐—ผ๐—ผ๐˜๐—ต ๐—ผ๐—ป๐—ฏ๐—ผ๐—ฎ๐—ฟ๐—ฑ๐—ถ๐—ป๐—ดย ๐Ÿ”ฝ โ€ข Minimal tutorials, letting players learn by doing โ€ข Core mechanics are intuitive โ€ข Advanced mechanics require player experimentation ๐Ÿฐ. ๐—–๐—ผ๐—ป๐˜€๐˜๐—ฎ๐—ป๐˜๐—น๐˜† ๐—ฒ๐˜ƒ๐—ผ๐—น๐˜ƒ๐—ถ๐—ป๐—ด ๐—ฐ๐—ผ๐—ป๐˜๐—ฒ๐—ป๐˜ย โ™ป๏ธ โ€ข New maps, enemies, and mechanics keep gameplay fresh โ€ข Talent and upgrade systems provide long-term growth โ€ข Achievements and events encourage deeper exploration ๐Ÿฑ. ๐—•๐—ฎ๐—น๐—ฎ๐—ป๐—ฐ๐—ฒ๐—ฑ ๐—บ๐—ผ๐—ป๐—ฒ๐˜๐—ถ๐˜‡๐—ฎ๐˜๐—ถ๐—ผ๐—ปย ๐Ÿ’ฐ โ€ข No intrusive ads for uninterrupted gameplay โ€ข IAPs, special offers, and rewarded ads for revenue โ€ข Free progression is possible, but paid options speed it up ๐Ÿฒ. ๐—ฆ๐˜๐—ฟ๐—ผ๐—ป๐—ด ๐˜€๐—ผ๐—ฐ๐—ถ๐—ฎ๐—น ๐—ณ๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ๐˜€ย ๐Ÿ‘ฉโ€๐Ÿ‘ฉโ€๐Ÿ‘ฆโ€๐Ÿ‘ฆ […]

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Fastest-growing Mobile Games of 2025

The fastest-growing mobile games of 2025 ๐Ÿค‘ (some of these numbers are wild)Hereโ€™s whoโ€™s leading the way: ๐Ÿงฉ ๐—ฃ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ โ€ข Color Block Jam (https://lnkd.in/egz5pZd7) โ€“ +4,429% ๐ŸŸข โ€ข Screwdom 3D (https://lnkd.in/eP7fZQDj) โ€“ +48,619% ๐ŸŸข โ€ข Knot Busters 3D (https://lnkd.in/ei45NeN9) โ€“ +3,448% ๐ŸŸข โš”๏ธ ๐—ฅ๐—ฃ๐—š โ€ข Realms of Pixel (https://lnkd.in/efkCU6Gb) โ€“ +14,149% ๐ŸŸข โ€ข ไป™้‡ (https://lnkd.in/e58MX8Yd) โ€“ +436% ๐ŸŸขโ€ข Solo Leveling: Arise (https://lnkd.in/ePaxu7uv) โ€“ +15% ๐ŸŽฐ ๐—–๐—ฎ๐˜€๐—ถ๐—ป๐—ผ โ€ข Lobstermania Slots Casino (https://lnkd.in/e9td_ZWd) โ€“ +3,434% ๐ŸŸข โ€ข ๐—ง๐—ผ๐—ป๐—ธ ๐Ÿญ๐Ÿฎ: ๐—ง๐˜‚๐—ป๐—ธ ๐—ฅ๐˜‚๐—บ๐—บ๐˜† ๐—ญ๐—ถ๐—ป๐—ด๐—ฃ๐—น๐—ฎ๐˜† (https://lnkd.in/eHJFtfbH) โ€“ +370% โ€ข Bingo Voyage (https://lnkd.in/eutzHAut) โ€“ +295% ๐Ÿ”ซ ๐—ฆ๐—ต๐—ผ๐—ผ๐˜๐—ฒ๐—ฟ โ€ข Blood Strike: Vรขy Hรฃm (https://lnkd.in/eF35PQmB) โ€“ +864% ๐ŸŸขโ€ข Hunting Battle (https://lnkd.in/eQEf5g2C) โ€“ +284% โ€ข Delta Force (https://lnkd.in/eTDmXJgS) โ€“ +97% ๐Ÿ‘— ๐—ฆ๐—ถ๐—บ๐˜‚๐—น๐—ฎ๐˜๐—ถ๐—ผ๐—ป โ€ข Magical Ink (https://lnkd.in/ertZfV6Z) โ€“ +613% ๐ŸŸขโ€ข Dinosaur Universe (https://lnkd.in/eG2rw6Hk) โ€“ +217% ๐ŸŽฎ ๐—”๐—ฟ๐—ฐ๐—ฎ๐—ฑ๐—ฒ โ€ข The Legend of Fireball (https://lnkd.in/e_w4UNFq) โ€“ +417% ๐ŸŸขโ€ข Slice Master (https://lnkd.in/eZXjGArY) โ€“ […]

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Games are about emotions.

Games arenโ€™t just about mechanics. Theyโ€™re about emotions.Hereโ€™s how to design games that evoke emotions:๐ŸŽฎ ๐—š๐—”๐— ๐—˜๐—ฃ๐—Ÿ๐—”๐—ฌ โ€ข Systems: Mechanics, core loop, difficultyโ€ข Emotions: Fun, curiosity, and mastery๐Ÿ“ˆ ๐—ฃ๐—ฅ๐—ข๐—š๐—ฅ๐—˜๐—ฆ๐—ฆ๐—œ๐—ข๐—กโ€ข Systems: Unlocks, skill trees, rewardsโ€ข Emotions: Anticipation, joy, and the drive to push forward๐ŸŽจ ๐—”๐—ฅ๐—ง & ๐——๐—˜๐—ฆ๐—œ๐—š๐—กโ€ข Systems: Cohesive style, animations, charactersโ€ข Emotions: Immersion, exploration, and game feel๐Ÿ–ฅ ๐—จ๐—œ & ๐—จ๐—ซโ€ข Systems: Screens, user flow, iconsโ€ข Emotions: Intuitive understanding and smooth navigation๐Ÿ“š ๐—ง๐—จ๐—ง๐—ข๐—ฅ๐—œ๐—”๐—Ÿ๐—ฆโ€ข Systems: Soft & hard tutorials, visual hintsโ€ข Emotions: Competence and those satisfying โ€œahaโ€ moments๐Ÿ’ฐ ๐— ๐—ข๐—ก๐—˜๐—ง๐—œ๐—ญ๐—”๐—ง๐—œ๐—ข๐—กโ€ข Systems: Offers, ads, in-game currencyโ€ข Emotions: Balancing "pain" with fairness and value ๐—Ÿ๐—œ๐—ฉ๐—˜ ๐—ข๐—ฃ๐—ฆโ€ข Systems: Events, leaderboards, challengesโ€ข Emotions: FOMO, excitement, and social engagementDonโ€™t just build game systems. Build experiences players will feel.

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