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Anton Slashcev

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Casual game trends in March 2025

Casual game trends in March 2025 ๐Ÿญ. ๐—Ÿ๐—ฒ๐˜ƒ๐—ฒ๐—น ๐—ง๐—ถ๐—บ๐—ฒ๐—ฟ๐˜€ โฑ๏ธ Time-limited levels that add pressure and excitement. โ€ข Faster finish = better rewards โ€ข Players rush โ†’ make mistakes โ†’ use more boosters โ€ข Example: Tile Busters โ€“ Countdown Frenzy๐Ÿฎ. ๐—ข๐—ป๐—ฒ ๐—ผ๐—ฟ ๐—ง๐˜„๐—ผ ๐—ข๐—ณ๐—ณ๐—ฒ๐—ฟ๐˜€ ๐Ÿ’ฐ A pricing tactic that plays on FOMO. โ€ข Choose 1 pack or 2 for nearly the same price โ€ข Side-by-side comparison makes the โ€œ2โ€ offer shine โ€ข Example: Hidden City, Domino Dreams๐Ÿฏ. ๐—ฉ๐—ผ๐˜๐—ถ๐—ป๐—ด ๐—ณ๐—ผ๐—ฟ ๐—•๐—ฒ๐˜€๐˜ ๐——๐—ฒ๐˜€๐—ถ๐—ด๐—ป ๐Ÿ—ณ๏ธ Gamified creativity + community feedback. โ€ข Limited-time design contests โ€ข Players vote using special event currency โ€ข Winners get exclusive rewards โ€ข Example: Project Makeover โ€“ Autumn Inspirations๐Ÿฐ. ๐— ๐—ฒ๐—ฟ๐—ด๐—ฒ-๐Ÿฎ ๐— ๐—ถ๐—น๐—ฒ๐˜€๐˜๐—ผ๐—ป๐—ฒ ๐—š๐—ผ๐—ฎ๐—น๐˜€ ๐Ÿ”“ Progression now tied to events, not level. โ€ข Merge tasks fill a progress bar โ€ข Unlocks new areas and content โ€ข Example: Gossip Harbor โ€“ Taylorโ€™s […]

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Playtesting can make or break your game.

Playtesting can make or break your game. Hereโ€™s a simple 10-step checklist:๐Ÿญ. ๐——๐—ฒ๐—ณ๐—ถ๐—ป๐—ฒ ๐˜†๐—ผ๐˜‚๐—ฟ ๐—ผ๐—ฏ๐—ท๐—ฒ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ๐˜€ โ€ข What are you testing? Mechanics, pacing, difficulty, UI? โ€ข Set clear goals and decide how you'll measure success.๐Ÿฎ. ๐—ฃ๐—ฟ๐—ฒ๐—ฝ๐—ฎ๐—ฟ๐—ฒ ๐˜†๐—ผ๐˜‚๐—ฟ ๐—ฒ๐—ป๐˜ƒ๐—ถ๐—ฟ๐—ผ๐—ป๐—บ๐—ฒ๐—ป๐˜ โ€ข Use a stable build or prototype. โ€ข Provide clear instructions or a tutorial. โ€ข Remove distractions and get tools ready (feedback forms, screen recorders, analytics).๐Ÿฏ. ๐—ฅ๐—ฒ๐—ฐ๐—ฟ๐˜‚๐—ถ๐˜ ๐˜๐—ต๐—ฒ ๐—ฟ๐—ถ๐—ด๐—ต๐˜ ๐˜๐—ฒ๐˜€๐˜๐—ฒ๐—ฟ๐˜€ โ€ข Include your target audience, plus some outsiders and experts. โ€ข Mix skill levels (kids, casual players, hardcore gamers). โ€ข Set expectations and communicate session details.๐Ÿฐ. ๐—–๐—ต๐—ผ๐—ผ๐˜€๐—ฒ ๐˜๐—ต๐—ฒ ๐—ฟ๐—ถ๐—ด๐—ต๐˜ ๐˜๐—ฒ๐˜€๐˜ ๐˜๐˜†๐—ฝ๐—ฒ โ€ข Focused tests to dive deep into specific features. โ€ข Blind tests to observe natural behavior. โ€ข Exploit tests to see how easily things can break.๐Ÿฑ. ๐—ฆ๐—ฒ๐˜ ๐—ด๐—ฟ๐—ผ๐˜‚๐—ป๐—ฑ ๐—ฟ๐˜‚๐—น๐—ฒ๐˜€ โ€ข Donโ€™t guide or coach, just brief them. โ€ข Let players fail to […]

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Most Monopolized Puzzle Genres 2025

Some puzzle genres are nearly impossible to break into. The top 5 games often take over 90% of the entire market.Hereโ€™s the full list of the most monopolized puzzle genres in 2025, ranked by how much of the market is controlled by just 5 games:๐Ÿญ. ๐—ฃ๐—ต๐˜†๐˜€๐—ถ๐—ฐ๐˜€ ๐—ฃ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ โ€“ ๐Ÿต๐Ÿฑ% โ€ข $77M IAP revenue (2024) โ€ข Angry Birds still rules the roost. โ€ข Top games: https://lnkd.in/e7KJPFUR๐Ÿฎ. ๐—–๐—ต๐—ฎ๐—ถ๐—ป ๐—ฃ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ โ€“ ๐Ÿต๐Ÿฏ% โ€ข $152M in IAP โ€ข LINE: Disney Tsum Tsum leads the pack. โ€ข Top games: https://lnkd.in/edZNn3fY๐Ÿฏ. ๐— ๐—ฎ๐˜๐—ฐ๐—ต-๐Ÿฎ โ€“ ๐Ÿต๐Ÿฎ% โ€ข $539M in IAP โ€ข Toon Blast, Toy Blast, Angry Birds Dream Blast dominate. โ€ข Top games: https://lnkd.in/eQ9VeDfV๐Ÿฐ. ๐— ๐—ฎ๐˜๐—ฐ๐—ต ๐Ÿฏ๐—— โ€“ ๐Ÿด๐Ÿฑ% โ€ข $440M in IAP โ€ข Triple Match 3D and Happy Match Cafeโ„ข hold their ground. โ€ข Top games: https://lnkd.in/eBv4fJaK๐Ÿฑ. ๐— ๐—ฎ๐˜๐—ฐ๐—ต-๐Ÿฏ ๐—ง๐—ถ๐—น๐—ฒ โ€“ ๐Ÿด๐Ÿฎ% โ€ข $138M in IAP โ€ข Tile Busters […]

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10 funding options to bring your game to life.

In recent years, I've secured funding for 6 different projects. Here are 10 funding options to bring your game to life:---- 1. PUBLISHERS ----โ€ข Funding: $50k to several millionโ€ข Terms: Revenue share, milestone payments, creative control clausesโ€ข PC/Console Publishers - https://lnkd.in/eXpN_nveโ€ข Mobile Publishers - https://lnkd.in/eFrqyyWh---- 2. VC INVESTORS ----โ€ข Funding: $300k to $10M+โ€ข Terms: Equity stake, convertible notes, valuation-based fundingโ€ข List of VCs Investing in Games - https://lnkd.in/eExR25kB---- 3. ANGEL INVESTORS ----โ€ข Funding: $10k to $500kโ€ข Terms: Early equity, advisory rolesโ€ข Top Angel Investors (Shizune) - https://lnkd.in/edy-UVy3โ€ข Playcap - https://www.playcap.gg/---- 4. ACCELERATORS ----โ€ข Funding: $20k to $150k+โ€ข Terms: Equity for funding, demo day presentationsโ€ข Accelerators List - https://lnkd.in/eHY5acAgโ€ข Incubator List - https://lnkd.in/ehW4qwPu---- 5. CORPORATE GRANTS ----โ€ข Funding: $5k to $500kโ€ข Terms: Non-repayable funds, reporting requirementsโ€ข Epic MegaGrants - https://lnkd.in/eq-FTZsQโ€ข Indie Fund - https://indie-fund.com/โ€ข Games for Change Grant - https://lnkd.in/egUEbe8d---- 6. […]

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Best Game Devs donโ€™t work at Blizzard, Riot, King, Playrix, or Supercell.

Unpopular opinion: the best game developers donโ€™t work at Blizzard, Riot, King, Playrix, or Supercell. Some of the best minds in game dev are building alone or in tiny teams. And theyโ€™re not just making noise.Theyโ€™re topping the charts.Recent proof:โ€ข Lethal Company โ€“ Solo dev. Outsold AAA titles. Viral on Twitch and TikTok.โ€ข Balatro โ€“ Made by a small team. Hit $1M in sales in 1 day.โ€ข Palworld โ€“ Team of 40. Outsold Call of Duty and Pokรฉmon.โ€ข Dave the Diver โ€“ Built like an indie. Game Awards nominee. Massive commercial success.These aren't lucky breaks. They're signals.At big studios:โ€ข You work on one piece of a massive machineโ€ข Thereโ€™s process, politics, and polishโ€ข Creativity comes with constraintsIn small teams:โ€ข You move fastโ€ข You take risksโ€ข You make weird, unforgettable gamesThereโ€™s no safety net. No backup plan. Just vision and execution.The […]

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LiveOps isn’t just about events. It’s a strategy.

LiveOps isn't just about events. It's a strategy. ๐Ÿญ. ๐—”๐—ฑ๐—ฑ๐—ถ๐˜๐—ถ๐—ผ๐—ป๐—ฎ๐—น ๐—ฐ๐—ผ๐—ป๐˜๐—ฒ๐—ป๐˜ย ๐ŸงฉPlayers burn through core content fast. Keep them hooked with: โ€ข New levels, weapons, or cosmetics โ€ข DLCs and seasonal updates โ€ข User-generated content โ€ข End-game loops Goal: Keep loyal players invested Key metrics: long-term retention, purchase frequency ๐Ÿฎ. ๐—–๐—ต๐—ฎ๐—ป๐—ด๐—ฒ๐˜€ ๐˜๐—ผ ๐—ฒ๐˜…๐—ถ๐˜€๐˜๐—ถ๐—ป๐—ด ๐—ฐ๐—ผ๐—ป๐˜๐—ฒ๐—ป๐˜ ๐Ÿ› ๏ธ LiveOps means constant improvement. Use player data to: โ€ข Improve onboarding and first-time experience โ€ข Rebalance the economy โ€ข Fix bugs and drop-off points โ€ข Refine monetization and UX Goal: Make the game feel better over time Key metrics: short-term retention, onboarding completion, churn ๐Ÿฏ. ๐—˜๐—ป๐—ด๐—ฎ๐—ด๐—ฒ๐—บ๐—ฒ๐—ป๐˜-๐—ฑ๐—ฟ๐—ถ๐˜ƒ๐—ฒ๐—ป ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜๐˜€ย ๐ŸŒŸLimited-time events create urgency and fun. Think: โ€ข Holiday events or limited-time modes โ€ข Leaderboards and game seasons โ€ข Daily challenges and social features Goal: Spark excitement and boost session frequency Principles: โ€ข Novelty, rewards, and FOMO โ€ข Prioritize engagement […]

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Puzzle games are harder to make than they look.

Puzzle games are harder to make than they look. ๐—ฃ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ ๐—ป๐—ฒ๐—ฒ๐—ฑ ๐˜๐—ผ ๐—ฏ๐—ฒ:โ€ข Fun to solveโ€ข Simple to understandโ€ข Challenging, but fair๐—ฆ๐˜๐—ฎ๐—ฟ๐˜ ๐—ต๐—ฒ๐—ฟ๐—ฒ:โ€ข Instant feedback โ€“ players need to see their actions matter โ€ข A satisfying โ€œahaโ€ moment โ€“ when everything clicks โ€ข Multiple ways to solve โ€“ creativity over one โ€œrightโ€ answer โ€ข Balanced difficulty โ€“ no massive spikes or dead ends A great puzzle feels like a conversation, not a lecture.๐—”๐—ป๐—ฑ ๐˜๐—ต๐—ฒ ๐—ฏ๐˜‚๐—ถ๐—น๐—ฑ๐—ถ๐—ป๐—ด ๐—ฏ๐—น๐—ผ๐—ฐ๐—ธ๐˜€?โ€ข Clean, responsive controls โ€ข Clear goals โ€ข Mechanics like matching, merging, rotating โ€ข Limits (time, moves, resources) โ€ข Optional hints or boosters โ€ข Rewards that feel earned ๐—ง๐—ต๐—ฒ๐—ฟ๐—ฒ ๐—ฎ๐—ฟ๐—ฒ ๐˜๐˜„๐—ผ ๐—ธ๐—ถ๐—ป๐—ฑ๐˜€ ๐—ผ๐—ณ ๐—ฝ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ ๐—ฑ๐—ฒ๐˜€๐—ถ๐—ด๐—ป๐˜€:1. Random-based โ€“ like Match-3 (depends on luck) 2. Skill-based โ€“ like Sudoku or The Room (pure logic)๐—ฌ๐—ผ๐˜‚ ๐—ฎ๐—น๐˜€๐—ผ ๐—ป๐—ฒ๐—ฒ๐—ฑ ๐˜ƒ๐—ฎ๐—ฟ๐—ถ๐—ฒ๐˜๐˜† ๐—ถ๐—ป ๐˜†๐—ผ๐˜‚๐—ฟ ๐—น๐—ฒ๐˜ƒ๐—ฒ๐—น ๐˜๐˜†๐—ฝ๐—ฒ๐˜€:โ€ข Regular = steady progress โ€ข […]

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Three Stages of Mobile Game Production

The 3 Stages of Mobile Game Production ๐Ÿญ. ๐—ฃ๐—ฟ๐—ผ๐˜๐—ผ๐˜๐˜†๐—ฝ๐—ฒ ๐—ฃ๐—ต๐—ฎ๐˜€๐—ฒ:โ€ข Goals: - Validate game concept - Test core mechanics - Assess market fit โ€ข Timeframe: 1 to 3 months โ€ข Team Size: Small team (3-10 people) โ€ข Content: Focus on core loop and mechanics โ€ข Monetization: None โ€ข Customer Support: None, but pay attention to player feedback โ€ข Risks: - Core gameplay may not resonate with players - Poor marketability ---๐Ÿฎ. ๐—ฆ๐—ผ๐—ณ๐˜ ๐—Ÿ๐—ฎ๐˜‚๐—ป๐—ฐ๐—ต ๐—ฃ๐—ต๐—ฎ๐˜€๐—ฒ:โ€ข Goals: - Increase player engagement - Enhance monetization strategies - Achieve KPIs for a global launch โ€ข Timeframe: 6 to 18 months โ€ข Team Size: Medium team (10-30 people, including analytics, marketing, QA) โ€ข Content: Expanded content, testing new mechanics โ€ข Monetization: Basic shop, starter packs, and offers to test willingness to pay โ€ข Customer Support: Basic channels for test regions โ€ข Risks: - Game unable […]

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How to increase game retention?

How to increase game retention? ๐Ÿญ. ๐—˜๐—ป๐—ต๐—ฎ๐—ป๐—ฐ๐—ฒ ๐˜๐—ต๐—ฒ ๐—ง๐˜‚๐˜๐—ผ๐—ฟ๐—ถ๐—ฎ๐—นโ€ข Keep the FTUE (First Time User Experience) clearโ€ข Cut out unnecessary steps๐Ÿฎ. ๐—˜๐—ป๐—ด๐—ฎ๐—ด๐—ฒ ๐—ฃ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ๐˜€ ๐—˜๐—ฎ๐—ฟ๐—น๐˜†โ€ข Make the intro fun and intuitiveโ€ข Hook players within the first few minutes๐Ÿฏ. ๐—˜๐—ป๐˜€๐˜‚๐—ฟ๐—ฒ ๐—–๐—ผ๐—ป๐˜€๐—ถ๐˜€๐˜๐—ฒ๐—ป๐—ฐ๐˜†โ€ข Match gameplay with ads, creatives, and ASO promisesโ€ข Avoid misleading users๐Ÿฐ. ๐—ฆ๐—ฒ๐˜ ๐—–๐—น๐—ฒ๐—ฎ๐—ฟ ๐—š๐—ผ๐—ฎ๐—น๐˜€โ€ข Help players understand what to do nextโ€ข Use visual cues and simple mission structures๐Ÿฑ. ๐—”๐—ฑ๐—ฑ ๐—˜๐—ป๐—ด๐—ฎ๐—ด๐—ฒ๐—บ๐—ฒ๐—ป๐˜ ๐— ๐—ฒ๐—ฐ๐—ต๐—ฎ๐—ป๐—ถ๐—ฐ๐˜€โ€ข Win streaksโ€ข Daily loginsโ€ข Limited-time challenges๐Ÿฒ. ๐—ข๐—ฝ๐˜๐—ถ๐—บ๐—ถ๐˜‡๐—ฒ ๐—ฆ๐˜๐—ฎ๐—ฏ๐—ถ๐—น๐—ถ๐˜๐˜†โ€ข Fix crashes and bugsโ€ข Ensure smooth performance across devices๐Ÿณ. ๐—”๐—ฑ๐—ท๐˜‚๐˜€๐˜ ๐——๐—ถ๐—ณ๐—ณ๐—ถ๐—ฐ๐˜‚๐—น๐˜๐˜†โ€ข Balance challenge with funโ€ข Regularly tune UX, difficulty, and pacing๐Ÿด. ๐— ๐—ผ๐—ป๐—ถ๐˜๐—ผ๐—ฟ ๐—ฎ๐—ป๐—ฑ ๐—™๐—ถ๐˜… ๐—–๐—ต๐˜‚๐—ฟ๐—ปโ€ข Use analytics to find drop-off pointsโ€ข Adjust gameplay or UX to keep players in๐Ÿต. ๐—œ๐—ป๐˜๐—ฟ๐—ผ๐—ฑ๐˜‚๐—ฐ๐—ฒ ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ๐˜€โ€ข Levels, character upgrades, and skill treesโ€ข Provide a sense of growth๐Ÿญ๐Ÿฌ. ๐—”๐—ฑ๐—ฑ ๐—ฉ๐—ฎ๐—ฟ๐—ถ๐—ฒ๐˜๐˜†โ€ข Introduce new mechanics graduallyโ€ข Keep things fresh […]

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Puzzle Genres Heatmap 2024

Puzzle Genres Heatmap 2024 Winners, losers, and a few wildcards.๐—ช๐—ต๐—ผโ€™๐˜€ ๐˜„๐—ถ๐—ป๐—ป๐—ถ๐—ป๐—ด ๐˜๐—ต๐—ฒ ๐—ฝ๐˜‚๐˜‡๐˜‡๐—น๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ ๐—ฟ๐—ฎ๐—ฐ๐—ฒ? ๐ŸŸข Puzzle: $8.57B (+89.62%)๐ŸŸข Merge: $1.18B (+74.18%)๐ŸŸข Match-3D: $424M (+95.81%)๐ŸŸข Word Puzzle: $301M (+8.5%)๐ŸŸข Sort Puzzle: $142M (+459.8%)๐ŸŸข Screw Puzzle: $95M (+27070.26%)๐—•๐—ถ๐—ด๐—ด๐—ฒ๐˜€๐˜ ๐—ฏ๐—ฟ๐—ฒ๐—ฎ๐—ธ๐—ผ๐˜‚๐˜๐˜€ ๐Ÿ“ˆ โ€ข Travel Town: $226M (+195%) โ€ข Gossip Harbor: $190M (+235.3%) โ€ข Seaside Escape: $123M (+438.7%) โ€ข Happy Match Cafe: $35M (+157%) โ€ข NYT Games: $41M (+117%) โ€ข Match Factory!: $179M (+3840%) โ€ข Tile Family: $42.6M (+473.8%) โ€ข Hexa Sort: $29M (+59960%) โ€ข Wood Nuts & Bolts: $15M (+5273%) โ€ข Seat Away: $17.6M (+โˆž%) โ€ข Screw Jam: $34M (+โˆž%) โ€ข Screw Out: $10.6M (+โˆž%) ๐—ฆ๐˜๐—ฒ๐—ฎ๐—ฑ๐˜† ๐—ฝ๐—ฒ๐—ฟ๐—ณ๐—ผ๐—ฟ๐—บ๐—ฒ๐—ฟ๐˜€ ๐ŸŸก โ€ข Candy Crush Saga: $1B (+7.3%) โ€ข Words With Friends: $38M (+10.3%) โ€ข Zen Match: $27M (+4%) โ€ข Block Jam 3D: $21M (+80%) โ€ข LINE: Disney Tsum Tsum: $90M (+5%) ๐—ช๐—ต๐—ผ ๐˜€๐˜๐—ฟ๐˜‚๐—ด๐—ด๐—น๐—ฒ๐—ฑ? ๐Ÿ”ด โ€ข Gardenscapes: […]

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Adventure events are one of the most engaging features.

Adventure/Expedition events are one of the most engaging features. ๐Ÿญ. ๐—ง๐—ต๐—ฒ ๐—–๐—ผ๐—ฟ๐—ฒ ๐—Ÿ๐—ผ๐—ผ๐—ฝ โ€ข Players explore a special event map using point-and-click controls โ€ข Progress requires โ€œevent energyโ€ to remove obstacles and collect resources โ€ข The map is revealed section by section as obstacles are cleared ๐Ÿฎ. ๐—œ๐—บ๐—บ๐—ฒ๐—ฟ๐˜€๐—ถ๐˜ƒ๐—ฒ ๐—ฆ๐˜๐—ผ๐—ฟ๐˜†๐˜๐—ฒ๐—น๐—น๐—ถ๐—ป๐—ด โ€ข Each event begins with a dynamic intro video โ€ข Characters deliver dialogue during milestones โ€ข Players can skipโ€”but most stay for the story ๐Ÿฏ. ๐—ฆ๐˜๐—ฟ๐˜‚๐—ฐ๐˜๐˜‚๐—ฟ๐—ฒ๐—ฑ ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป โ€ข Tasks are grouped into chapters โ€ข Players can complete tasks in any order โ€ข Completing all tasks in a chapter unlocks new content and rewards ๐Ÿฐ. ๐—›๐—ถ๐—ฑ๐—ฑ๐—ฒ๐—ป ๐—–๐—ผ๐—น๐—น๐—ฒ๐—ฐ๐˜๐—ถ๐—ฏ๐—น๐—ฒ๐˜€ & ๐—ข๐—ฏ๐—ท๐—ฒ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ๐˜€ โ€ข Key items are scattered across the map โ€ข Players gather, combine, and redeem them for prizes โ€ข Some objectives require building or repairing key structures ๐Ÿฑ. ๐—›๐—ฒ๐—น๐—ฝ๐—ณ๐˜‚๐—น ๐—•๐—ผ๐—ผ๐˜€๐˜๐˜€ โ€ข โ€œDynamiteโ€ clears multiple […]

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Old Vs. New Mobile Gaming

The mobile game industry has changed. What worked five years ago? Wonโ€™t cut it today.Hereโ€™s how the game has changed ๐Ÿ‘‡ ๐—ž๐—ฃ๐—œ๐˜€ ๐Ÿ”ด Old way: DI1โ€“D7 retention, downloads, conversion rate ๐ŸŸข New way: Playtime, ARPU, ROAS, D30โ€“D360 retention ๐—š๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜† ๐Ÿ”ด Old way: Copy top games, no originality ๐ŸŸข New way: Unique, deep, and engaging gameplay ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป & ๐—ฟ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ๐˜€ ๐Ÿ”ด Old way: Slow grind, hard paywalls, rewards locked behind IAPs ๐ŸŸข New way: Fast progression, soft paywalls, generous free rewards ๐— ๐—ผ๐—ป๐—ฒ๐˜๐—ถ๐˜‡๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐Ÿ”ด Old way: Choose either IAP or Ads ๐ŸŸข New way: Hybrid model: a mix of IAP, Ads, and subscriptions ๐—Ÿ๐—ถ๐˜ƒ๐—ฒ๐—ข๐—ฝ๐˜€ ๐Ÿ”ด Old way: Optional; launch and forget ๐ŸŸข New way: Mandatory: constant support drives success ๐— ๐—ฎ๐—ฟ๐—ธ๐—ฒ๐˜๐—ถ๐—ป๐—ด & ๐—จ๐—” ๐Ÿ”ด Old way: Rely on paid UA and fake creatives ๐ŸŸข New way: Mix paid and organic, focus on real gameplay […]

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