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Anton Slashcev

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10 Years of Game Dev in 100 No BS Advice

10 Years of Game Development in 100 No BS Advice --- ๐ŸŽฎ GAME DESIGN ---1. Build around a mechanic that sparks curiosity.2. Make failure a chance to learn, not just a penalty.3. Polish how game actions feel until they shine.4. Let the game whisper its rules, not shout them.5. Support mastery and casual play alike.6. Tie progression to gameplay, not separate systems.7. Focus on why players return, not just monetization.8. Evolve challenges alongside player growth.9. Reward creativity, not just accuracy.10. Make each challenge tell a story without words.--- ๐Ÿ•น๏ธ USER EXPERIENCE --- 11. Make controls feel second nature, not forced. 12. Sync visual, audio, and tactile feedback. 13. Guide with light and color, not cluttered UI. 14. Keep design invisible yet essential. 15. Use consistent patterns for menus and interactions. 16. Tailor interactions to the moment of play. 17. Put […]

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How to Design Difficulty in Puzzle Games

How to Design Difficulty in Puzzle Games Based on the Playliner research, here is a guide to designing difficulty:1. Offer multiple difficulty tiers โ€ข Easy, Hard, Super Hard โ€” with clear visuals to indicate the level.2. Use attempts, not win rate, to tune difficulty โ€ข Low attempts (1โ€“3) = Easy โ€ข High attempts (20โ€“35) = Hard3. Follow a recommended difficulty curve โ€ข Start easy (Levels 1โ€“20) to build confidence โ€ข Add a hard spike (Levels 20โ€“30) to create challenge โ€ข Introduce progressive increases and major paywalls after Level 504. Gradually introduce mechanicsโ€ข Let players master core gameplay before adding complexity.5. Reward wiselyโ€ข Scale rewards with difficulty. Tougher levels should yield better prizes.6. Test and iterateโ€ข Track completion rates. โ€ข Adjust blocker levels. โ€ข Fine-tune using player feedback.โ€ข Alternate between challenging and easier phases. Make the game feel โ€œjust challenged enoughโ€ […]

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Top Tools for Game Development in 2025

Top tools for game development in 2025 Hereโ€™s your ultimate list of tools, broken down by category:Planning ๐Ÿ—‚๏ธ โ€ข Asana โ€“ User-friendly, but limited customization (โญ 4.5/5) โ€ข Jira โ€“ Great for agile teams, steep learning curve (โญ 4.3/5) โ€ข ClickUp โ€“ Highly customizable, can overwhelm (โญ 4.4/5) โ€ข HacknPlan โ€“ Built for game dev, lacks flexibility for other projects (โญ 4.2/5)Communication ๐Ÿ’ฌ โ€ข Slack โ€“ Easy integrations, but too many notifications (โญ 4.6/5) โ€ข Discord โ€“ Ideal for real-time discussions, less formal than Slack (โญ 4.4/5) โ€ข Google Meet โ€“ Smooth with Workspace, fewer advanced features (โญ 4.3/5) โ€ข Zoom โ€“ Reliable video, some privacy concerns (โญ 4.5/5)Documentation ๐Ÿ“š โ€ข Notion โ€“ Versatile and customizable, can lag (โญ 4.6/5) โ€ข Confluence โ€“ Well-integrated with Jira, feels outdated (โญ 4.2/5) โ€ข Google Docs โ€“ Real-time collaboration, limited advanced features (โญ […]

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Social Engagement Time in Mobile Games

Social Engagement Time in Mobile Games Based on the Playliner research, here's the breakdown of social presence in popular games:โ€ข Zynga Poker (with Core): 85%โ€ข Monopoly Go: 70%โ€ข Board Kings: 70%โ€ข Coin Master: 67%โ€ข Dice Dreams: 27%โ€ข Animals & Coins: 18%โ€ข Solitaire Tripeaks: 10%โ€ข Juneโ€™s Journey: 9%โ€ข Candy Crush Saga: 7%โ€ข Royal Match: 5%โ€ข Zynga Poker (without Core): 5%โ€ข Fishdom: 4%โ€ข Best Fiends: 0%โ€ข Solitaire Grand Harvest: 0%Statistics are based on 10-hour playtests for each game, during which all moments where the player sees avatars or names of other players on the screen were counted.

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10 signs you might be working on a dead game ๐Ÿšฉ

10 signs you might be working on a dead game ๐Ÿšฉ (you don't want to miss them)๐Ÿญ. ๐—ก๐—ผ ๐—ฐ๐—น๐—ฒ๐—ฎ๐—ฟ ๐˜ƒ๐—ถ๐˜€๐—ถ๐—ผ๐—ป ๐Ÿ‘€โ†ณ Without direction, priorities scatter and time is wasted. ๐Ÿฎ. ๐—˜๐˜ƒ๐—ฒ๐—ป ๐˜๐—ต๐—ฒ ๐˜๐—ฒ๐—ฎ๐—บ ๐—ฑ๐—ผ๐—ฒ๐˜€๐—ป'๐˜ ๐˜„๐—ฎ๐—ป๐˜ ๐˜๐—ผ ๐—ฝ๐—น๐—ฎ๐˜† ๐˜๐—ต๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ. ๐ŸŽฎ โ†ณ If developers donโ€™t enjoy it, players wonโ€™t either. ๐Ÿฏ. ๐—–๐—ผ๐—ป๐˜€๐˜๐—ฎ๐—ป๐˜ ๐—ฝ๐—ถ๐˜ƒ๐—ผ๐˜๐˜€ ๐Ÿ”„ โ†ณ Frequent changes derail progress and drain morale. ๐Ÿฐ. ๐—ก๐—ผ ๐—จ๐—ฆ๐—ฃ ๐Ÿชโ†ณ A generic game canโ€™t stand out in a crowded market. ๐Ÿฑ. ๐—จ๐—ป๐—ฐ๐—น๐—ฒ๐—ฎ๐—ฟ ๐—ฟ๐—ผ๐—น๐—ฒ๐˜€ ๐ŸŒ€ โ†ณ When no one knows whoโ€™s responsible, chaos reigns. ๐Ÿฒ. ๐—•๐—น๐—ฎ๐—บ๐—ฒ ๐—ฐ๐˜‚๐—น๐˜๐˜‚๐—ฟ๐—ฒ ๐Ÿ›‘ โ†ณ Finger-pointing creates toxicity and stalls solutions. ๐Ÿณ. ๐—Ÿ๐—ผ๐˜„ ๐—ฒ๐—ฎ๐—ฟ๐—น๐˜† ๐—ฟ๐—ฒ๐˜๐—ฒ๐—ป๐˜๐—ถ๐—ผ๐—ป ๐Ÿ“‰ โ†ณ Players donโ€™t come back if the game doesnโ€™t hook them early. ๐Ÿด. ๐—™๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ ๐—ฐ๐—ฟ๐—ฒ๐—ฒ๐—ฝ โ‰๏ธ โ†ณ Adding more instead of fixing the basics only bloats the game. ๐Ÿต. ๐—ก๐—ผ ๐—ฐ๐—ผ๐—บ๐—บ๐˜‚๐—ป๐—ถ๐˜๐˜† ๐Ÿ—จ๏ธ โ†ณ Empty forums and social […]

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Live Ops features to boost Retention

Live Ops features to boost Retention Based on the Playliner research, here are 7 proven Live Ops features that can boost retention for your game:1. Daily bonus โ€ข ๐ŸŽ Rewards players for logging in daily. โ€ข ๐Ÿ”„ Encourages habitual play with escalating rewards for consecutive logins.2. Daily quests โ€ข ๐Ÿ“… Fresh tasks reset every 24 hours. โ€ข ๐ŸŽฏ Keeps players motivated with achievable short-term goals.3. Push notifications โ€ข ๐Ÿ”” Gentle nudges to remind players of events or updates. โ€ข โฐ Timing is key to re-engage without annoying.4. Mini-games โ€ข ๐ŸŽฎ Adds variety with small games inside the main game. โ€ข ๐ŸŒ€ Keeps the experience fresh and reduces monotony.5. Collection systems โ€ข ๐Ÿƒ Let players collect items or characters to complete sets. โ€ข ๐ŸŒŸ Appeals to collectors and provides long-term goals.6. Season pass โ€ข ๐Ÿ•’ Time-limited rewards system that motivates continuous […]

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Mobile Gaming in 2024

Mobile Gaming in 2024 Hereโ€™s the wrap-up: ๐Ÿญ. ๐—ž๐—ฒ๐˜† ๐— ๐—ฒ๐˜๐—ฟ๐—ถ๐—ฐ๐˜€โ€ข Total downloads hit 53.9B (+0.5% YoY). โ€ข In-app purchase (IAP) revenue climbed to $58.9B (+2.9% YoY). โ€ข The average revenue per download (RPD) was $1.17. ๐Ÿฎ. ๐— ๐—ผ๐˜€๐˜ ๐—ป๐—ผ๐˜๐—ฎ๐—ฏ๐—น๐—ฒ ๐—ป๐—ฒ๐˜„ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ ๐—ผ๐—ณ ๐Ÿฎ๐Ÿฌ๐Ÿฎ๐Ÿฐ: โ€ข My Supermarket Simulator 3D: 64M downloads, $3.6M IAP revenue. (https://lnkd.in/eR4tr5f4) โ€ข Squad Busters: 46.1M downloads, $61M IAP revenue. (https://lnkd.in/e5D_Hpfd) โ€ข Screw Puzzle: 45M downloads, $5.3M IAP revenue. (https://lnkd.in/eWs_quhj) โ€ข Pokemon TCG Pocket: 35M downloads, $160.1M IAP revenue. (https://lnkd.in/eU-Cv42S) โ€ข Capybara GO: 14.1M downloads, $52M IAP revenue. (https://lnkd.in/e7MGwKdp)๐Ÿฏ. ๐—ก๐—ฒ๐˜„ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ ๐—ผ๐˜ƒ๐—ฒ๐—ฟ๐—ฎ๐—น๐—น: โ€ข 23,095 new games launched. โ€ข New games brought in $3.43B in IAP net revenue (5% of total revenue). โ€ข They accounted for 5.57B downloads (9.7% of total downloads). โ€ข Success rate: ยฑ1.3% (measured as games earning $1M+ in IAP revenue). ๐Ÿฐ. ๐—ง๐—ผ๐—ฝ ๐—ด๐—ฟ๐—ผ๐˜„๐—ถ๐—ป๐—ด ๐—ด๐—ฒ๐—ป๐—ฟ๐—ฒ๐˜€: โ€ข Match 3D: +46%, […]

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R&D Framework for Game Prototyping

๐Ÿ•น R&D Framework for Game Prototyping ๐Ÿ•น Below is the framework we often use when starting work on new projects:I. Pre-Production (2-4 weeks)1. Idea Generation: โ–ถ Market analysis, gathering references; โ–ถ Brainstorming to pick the most promising ideas2. Greybox Prototyping: โ–ถ Focus on a single core feature; โ–ถ Find the fun factor3. Conceptualization: โ–ถ Preparing the GDD, user flow, and key shots;โ–ถ Selecting the right tools and creating a roadmapII. Production (4-10 weeks)4. Features Development: โ–ถ Concentrate on key gameplay mechanics and speed in development;โ–ถ Minimal meta or progression5. Content Creation: โ–ถ Craft key art, and fun levels, and use ready-made assets;โ–ถ Secondary art, vfx, sounds, etc. can be draft6. Minimum Viable Product: โ–ถ Ensure the game offers 20-40 minutes of engaging gameplay with a distinctive style and polished game feelโ–ถ Better fewer, but betterIII. Product-Market Fit Validation (1-3 weeks)7. […]

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LiveOps Full Breakdown

LiveOps Full Breakdown Here's a list of the most popular LiveOps events:๐Ÿญ. ๐—Ÿ๐—ผ๐—ป๐—ด-๐—ง๐—ฒ๐—ฟ๐—บ ๐—˜๐˜ƒ๐—ฒ๐—ป๐˜๐˜€ ๐Ÿ“… โ€ข Collection / Album โ€ข Single Season Pass โ€ข Double Season Pass ๐Ÿฎ. ๐—ง๐—ผ๐˜‚๐—ฟ๐—ป๐—ฎ๐—บ๐—ฒ๐—ป๐˜๐˜€ ๐Ÿ† โ€ข Weekly Contest โ€ข Leaderboard โ€ข Solo Tournament โ€ข Race Tournament โ€ข Team Race / Regatta โ€ข Team Tournament โ€ข PvP / Duel Tournament ๐Ÿฏ. ๐—ง๐—ถ๐—บ๐—ฒ-๐—Ÿ๐—ถ๐—บ๐—ถ๐˜๐—ฒ๐—ฑ ๐—•๐—ผ๐—ป๐˜‚๐˜€๐—ฒ๐˜€ โณ โ€ข Unlimited Lives โ€ข Daily Bonus โ€ข Double Rewards โ€ข Cost Reduction โ€ข Faster Production โ€ข Better Drop Rates โ€ข Special Mechanic โ€ข Stat Improvement ๐Ÿฐ. ๐—ฆ๐—ผ๐—ฐ๐—ถ๐—ฎ๐—น ๐—™๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ๐˜€ ๐Ÿค โ€ข Clans / Teams โ€ข Friends โ€ข Leagues โ€ข Partners (Co-Op) โ€ข Heist / Raid ๐Ÿฑ. ๐—ช๐—ถ๐—ป ๐—ฆ๐˜๐—ฟ๐—ฒ๐—ฎ๐—ธ๐˜€ โญ โ€ข Level Completion Streaks โ€ข Multiplier Streaks โ€ข Group Challenge Streaks โ€ข Tournament Point Streaks โ€ข Time-Limited Streaks ๐Ÿฒ. ๐—ง๐—ฎ๐˜€๐—ธ๐˜€-๐—•๐—ฎ๐˜€๐—ฒ๐—ฑ ๐—ฅ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ๐˜€ ๐Ÿฅ‡ โ€ข Milestone Tasks โ€ข Team Chest โ€ข Daily Quests โ€ข Time-Sensitive Challenge […]

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My Top 10 Predictions for Mobile Gaming in 2025

My Top 10 Predictions for Mobile Gaming in 2025: 1. ๐Ÿšจ Stagnation ahead โ€ข Expect slow growth in revenue and a slight drop in downloads. Rising costs for user acquisition and marketing are making things tough.2. ๐Ÿ’ณ Alternative stores take the stage โ€ข Developers are moving to platforms like Amazon, Appstore or Galaxy Store and embracing web payments to avoid heavy app store fees.3. ๐Ÿค IP collaborations will thrive โ€ข Big games are teaming up with famous brands for live-ops events. Itโ€™s a marketing and engagement win-win.4. ๐Ÿงฉ Puzzle games rise to the topโ€ข Puzzle games will dominate revenue growth, while action, arcade, and simulation games lead in downloads.5. โšก Hybrid casual is the new trendsetter โ€ข Games with simple yet engaging mechanics are blending monetization models and extending live-ops.6. ๐Ÿ“ˆ M&A heats upโ€ข Major players will expand portfolios through […]

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Mobile Games Downloads Heatmap 2024

Mobile Games Downloads Heatmap 2024 Hereโ€™s the breakdown by genre, with all the numbers:1. Hypercasual Games (https://lnkd.in/epJ6KA2Y) โ€ข Total Downloads: 12.9B (-9.9%) โ€ข Puzzle: 3.0B (-11.1%) โ€ข Arcade: 2.7B (-12.2%) โ€ข Runner: 1.5B (-14.5%) โ€ข Idle Arcade: 1.0B (21.9%) โ€ข Shooter: 542.8M (7.1%) โ€ข Simulation: 1.1B (-9.7%) โ€ข Clicker/Idle: 197.2M (-15.3%) โ€ข Other genres like Rhythm (-22.5%) and Satisfaction (-12.5%)2. Casual Games (https://lnkd.in/e6MViVcK) โ€ข Total Downloads: 28.3B (-1.3%) โ€ข Match-3: 885.3M (-19.9%) โ€ข Merge: 608.6M (20.5%) โ€ข Kids: 4.6B (0.8%) โ€ข Simulation: 4.3B (3.6%) โ€ข Bubble Shooter: 398.0M (-16.7%) โ€ข Hidden Objects: 235.4M (9.7%)3. Midcore Games (https://lnkd.in/eJ7_A4Ed) โ€ข Total Downloads: 12.4B (+0.4%) โ€ข Shooter: 2.4B (-3.2%) โ€ข Racing: 1.0B (10.0%) โ€ข Action/Brawl: 427.7M (34.9%) โ€ข Real-Time Strategy (RTS): 408.5M (14.6%) โ€ข Action RPG: 263.9M (20.5%) โ€ข Idle RPG: 234.5M (17.1%) โ€ข Card Battler: 97.1M (15.6%)Key Takeaways: โ€ข Hypercasual continues to […]

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Push Notifications Guide

Push Notifications Guide Based on the Playliner research, hereโ€™s how to master push notifications:1. Time-Based Notifications โ€ข Game reminders after 24 hours of inactivity โ€ข Daily bonuses for rewards โ€ข Limited-time offer alerts โ€ข Event notifications (start, mid-event, and end reminders) โ€ข Booster expiration warnings2. Action-Based Notifications โ€ข Achievement unlocked: Celebrate player milestones โ€ข Friend/enemy activity: Updates on gifts, requests, or teams โ€ข Resource collection ready: Alert when resources are available โ€ข Progress milestones: Highlight new levels or achievements3. Best times to send notifications: โ€ข Morning (7:00โ€“9:00): Game reminders, team updates โ€ข Midday (9:00โ€“12:00): Resource updates, rewards โ€ข Evening (18:00โ€“20:00): Event pushes, offer reminders4. Tips to keep players engaged: โ€ข Be concise: Short, action-focused messages โ€ข Incentivize: Highlight rewards and progress โ€ข Personalize: Use player names and in-game activity โ€ข Time it right: Avoid sending too many or off-peak hours5. […]

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