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Anton Slashcev

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The harsh reality of Mobile Game Dev in 2025

The harsh reality of mobile game dev in 2025: 97% of mobile games fail. Over the past 3 years, 139,396* games were launched. Only 3,704 reached at least 1 million downloads. โ†ณ Thatโ€™s a success rate of less than 3%. Most games donโ€™t even cover their development costs. Does that mean success is impossible? No. But itโ€™s very difficult, even for experienced teams. Plus, the mobile market isnโ€™t growing like it did during the pandemic.Here are two main paths forward for new teams:๐Ÿญ. ๐—ฅ๐—ฒ๐˜€๐—ถ๐—น๐—ถ๐—ฒ๐—ป๐—ฐ๐—ฒ & ๐—œ๐˜๐—ฒ๐—ฟ๐—ฎ๐˜๐—ถ๐—ผ๐—ป โ€ข Build a strong testing pipeline. โ€ข Keep learning from multiple failures. โ€ข Have a very long runway (>2 years) until success๐Ÿฎ. ๐—˜๐˜…๐—ฝ๐—น๐—ผ๐—ฟ๐—ฒ ๐—ข๐˜๐—ต๐—ฒ๐—ฟ ๐—ฃ๐—น๐—ฎ๐˜๐—ณ๐—ผ๐—ฟ๐—บ๐˜€ โ€ข Think about PC, UGC, or web games. โ€ข They might offer smaller revenue, but better chances. โ€ข Itโ€™s a different risk-to-reward ratio.One thing is clear: Thereโ€™s no easy […]

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Live Ops Holiday Events Cheatsheet

Live Ops Holiday Events Cheatsheet Based on Playliner research, here is a list of the most popular holiday and event themes:--- ๐—ช๐—œ๐—ก๐—ง๐—˜๐—ฅ โ„๏ธ ---๐Ÿญ. ๐—–๐—ต๐—ฟ๐—ถ๐˜€๐˜๐—บ๐—ฎ๐˜€ ๐ŸŽ„ (๐——๐—ฒ๐—ฐ๐—ฒ๐—บ๐—ฏ๐—ฒ๐—ฟ) Thematic attributes: โ€ข Snowy landscapes, festive lights, and winter wonderland maps โ€ข Holiday soundtracks and cozy loading screens Features: โ€ข Holiday pass with exclusive festive skins โ€ข Gift-giving mechanics (Advent Calendar-style) โ€ข Story-driven quests with holiday spirit ๐Ÿฎ. ๐—ก๐—ฒ๐˜„ ๐—ฌ๐—ฒ๐—ฎ๐—ฟโ€™๐˜€ ๐—™๐—ฒ๐˜€๐˜๐—ถ๐˜ƒ๐—ฎ๐—น ๐ŸŽ† (๐—Ÿ๐—ฎ๐˜๐—ฒ ๐——๐—ฒ๐—ฐ โ€“ ๐—˜๐—ฎ๐—ฟ๐—น๐˜† ๐—๐—ฎ๐—ป) Thematic attributes: โ€ข Fireworks, glittery effects, and countdown visuals โ€ข Festive city-themed locations Features: โ€ข Special currency resets for limited-time items โ€ข Collection mechanics for unique celebration tokens โ€ข Story-driven event: Celebrate heroes and fresh beginnings ๐Ÿฏ. ๐—Ÿ๐˜‚๐—ป๐—ฎ๐—ฟ ๐—ก๐—ฒ๐˜„ ๐—ฌ๐—ฒ๐—ฎ๐—ฟ ๐Ÿฎ (๐—Ÿ๐—ฎ๐˜๐—ฒ ๐—๐—ฎ๐—ป โ€“ ๐—˜๐—ฎ๐—ฟ๐—น๐˜† ๐—™๐—ฒ๐—ฏ) Thematic attributes: โ€ข Red lanterns, firecrackers, and gold decorations โ€ข Lantern-lit streets with themed dรฉcor Features: โ€ข Themed pass with […]

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Your game features arenโ€™t USPs.

Sorry, but your game features arenโ€™t USPs. Hereโ€™s why: ๐Ÿญ. ๐—™๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ๐˜€ ๐—ฎ๐—ฟ๐—ฒ ๐—ฒ๐˜…๐—ฝ๐—ฒ๐—ฐ๐˜๐—ฒ๐—ฑ โ†ณ Players expect your game to have upgrades, boosters, weapons, cool graphics, etc. โ†ณ A USP makes your game truly memorable โ€“ like a unique narrative or a fresh gameplay twist. ๐Ÿฎ. ๐—™๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ๐˜€ ๐—ฐ๐—ฎ๐—ป ๐—ฏ๐—ฒ ๐—ฐ๐—ผ๐—ฝ๐—ถ๐—ฒ๐—ฑ, ๐—จ๐—ฆ๐—ฃ๐˜€ ๐—ฐ๐—ฎ๐—ปโ€™๐˜ โ†ณ Competitors can copy features. โ†ณ But a USP that evokes emotion, like excitement or nostalgia, is much harder to replicate. ๐Ÿฏ. ๐—จ๐—ฆ๐—ฃ๐˜€ ๐—ฐ๐—ต๐—ฎ๐—ป๐—ด๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ ๐—ฝ๐—ฒ๐—ฟ๐—ฐ๐—ฒ๐—ฝ๐˜๐—ถ๐—ผ๐—ป โ†ณ Even with similar mechanics, a strong USP positions your game as unique. ๐—˜๐˜…๐—ฎ๐—บ๐—ฝ๐—น๐—ฒ๐˜€: โ€ข ๐—™๐—ผ๐—ฟ๐˜๐—ป๐—ถ๐˜๐—ฒ โ€“ More than a battle royale; itโ€™s the only one integrating live pop culture events and collaborations. โ€ข ๐—”๐—บ๐—ผ๐—ป๐—ด ๐—จ๐˜€ โ€“ Simple gameplay, but the USP lies in social deduction and group psychology. โ€ข ๐—š๐—ฒ๐—ป๐˜€๐—ต๐—ถ๐—ป ๐—œ๐—บ๐—ฝ๐—ฎ๐—ฐ๐˜ โ€“ Combines AAA quality with free-to-play accessibility in an open-world RPG. […]

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Step-by-step process for reviewing new games

Iโ€™ve reviewed over 100 games in the past few years. Hereโ€™s my step-by-step process for reviewing a new game:๐Ÿญ. ๐—ฅ๐—˜๐—ฆ๐—˜๐—”๐—ฅ๐—–๐—› ๐—–๐—ข๐— ๐—ฃ๐—˜๐—ง๐—œ๐—ง๐—ข๐—ฅ๐—ฆ ๐—™๐—œ๐—ฅ๐—ฆ๐—ง Before playing, I focus on understanding the competition: โ€ข Read user reviews in app stores โ€ข Play 3-5 competitor games โ€ข Take screenshots of key moments โ€ข ๐—”๐—ป๐—ฎ๐—น๐˜†๐˜‡๐—ฒ ๐—ธ๐—ฒ๐˜† ๐—ฎ๐˜€๐—ฝ๐—ฒ๐—ฐ๐˜๐˜€: โ€”โ€” Gameplay tempo โ€“ is it fast or slow? โ€”โ€” Monetization strategies โ€“ how are purchases introduced? โ€”โ€” Engagement hooks โ€“ what makes players return? โ€”โ€” Strengths and weaknesses๐Ÿฎ. ๐—ฃ๐—Ÿ๐—”๐—ฌ ๐—ง๐—›๐—˜ ๐—š๐—”๐— ๐—˜ ๐—ง๐—ช๐—œ๐—–๐—˜ Each playthrough serves a specific purpose:๐—™๐—ถ๐—ฟ๐˜€๐˜ ๐—ฝ๐—น๐—ฎ๐˜†๐˜๐—ต๐—ฟ๐—ผ๐˜‚๐—ด๐—ต (๐Ÿญ ๐—ต๐—ผ๐˜‚๐—ฟ) โ€“ Focus on the big picture: โ€ข General feel โ€“ Does it engage from the start? โ€ข User flow โ€“ How intuitive is it for a new player? โ€ข Core loop โ€“ Do main mechanics fit together? โ€ข Goals โ€“ Are short- and long-term objectives clear? […]

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30 small game changes = BIG impact

30 small game changes = BIG impact ๐Ÿค‘ Based on the Playliner research, here are the most popular changes forย increasing LTV::---Balance fixes โš–๏ธ 1. Tune enemy strength & level difficulty to keep it challenging, not frustrating. 2. Adjust economy: resource generation, item pricing, and currency balance. 3. Balance characters & items: prevent overpowered builds, tweak rarity drops.---Better UI/UX ๐ŸŽจ 4. Rearrange UI for clarity, improve icons & colors. 5. Simplify menus, improve onboarding with better tutorials. 6. Add satisfying visual/audio feedback & better error handling.---Smooth progression ๐ŸŽฎ 7. Adjust level pacing for better flow. 8. Introduce new mechanics gradually to keep it fresh. 9. Balance XP & rewards to maintain motivation.---Monetization tweaks ๐Ÿ’ฐ 10. Test IAP pricing & bundle values. 11. Fine-tune ad rewards & special offers. 12. Balance earning vs. spending virtual currency.---Content polish โœจ 13. Speed up VFX […]

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How diversified are the largest game publishers?

How diversified are the largest game publishers? Hereโ€™s a breakdown:๐Ÿญ. ๐—ง๐—ฒ๐—ป๐—ฐ๐—ฒ๐—ป๐˜ โ€“ $๐Ÿฒ๐Ÿญ๐Ÿฌ๐—  ๐˜๐—ผ๐˜๐—ฎ๐—น ๐—บ๐—ผ๐—ป๐˜๐—ต๐—น๐˜† ๐—ฟ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ โ€ข Honor of Kings โ€“ 30.8% โ€ข PUBG Mobile โ€“ 19.4% โ€ข Other games โ€“ 49.9% โ€ข Tencent keeps things balanced, with almost half its revenue coming from a broad portfolio.๐Ÿฎ. ๐—ก๐—ฒ๐˜๐—˜๐—ฎ๐˜€๐—ฒ โ€“ $๐Ÿญ๐Ÿฒ๐Ÿต๐—  ๐˜๐—ผ๐˜๐—ฎ๐—น ๐—บ๐—ผ๐—ป๐˜๐—ต๐—น๐˜† ๐—ฟ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ โ€ข Identity V โ€“ 15.7% โ€ข Onmyoji Arena โ€“ 12.4% โ€ข Other games โ€“ 72% โ€ข NetEase shows solid diversification ๐Ÿฏ. ๐—ฃ๐—น๐—ฎ๐˜†๐—ฟ๐—ถ๐˜… โ€“ $๐Ÿญ๐Ÿฎ๐Ÿด๐—  ๐˜๐—ผ๐˜๐—ฎ๐—น ๐—บ๐—ผ๐—ป๐˜๐—ต๐—น๐˜† ๐—ฟ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ โ€ข Gardenscapes โ€“ 27.1% โ€ข Township โ€“ 22.4% โ€ข Homescapes โ€“ 21.4% โ€ข A more even spread across its popular franchises.๐Ÿฐ. ๐—ฆ๐—ฐ๐—ผ๐—ฝ๐—ฒ๐—น๐˜† โ€“ $๐Ÿญ๐Ÿญ๐Ÿฑ๐—  ๐˜๐—ผ๐˜๐—ฎ๐—น ๐—บ๐—ผ๐—ป๐˜๐—ต๐—น๐˜† ๐—ฟ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ โ€ข Monopoly Go! โ€“ 73.9% โ€ข Marvel Strike Force โ€“ 5.9% โ€ข Other games โ€“ 20.2% โ€ข Scopelyโ€™s strategy revolves around a single blockbusterโ€”Monopoly Go!.๐Ÿฑ. ๐—ž๐—ถ๐—ป๐—ด โ€“ $๐Ÿญ๐Ÿญ๐Ÿญ๐—  ๐˜๐—ผ๐˜๐—ฎ๐—น ๐—บ๐—ผ๐—ป๐˜๐—ต๐—น๐˜† ๐—ฟ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ โ€ข Candy […]

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20 Lessons From Running a Game Studio

20 Lessons From Running a Game Studio Here's what Mykola and I learned after years of running game studios:1. Focus beats headcount โ†ณ A small, sharp team > a large, distracted one.2. Passion drives the business, but discipline sustains it โ†ณ Passion starts things, but discipline keeps them running.3. Something will always go wrong โ†ณ Plans fail. Adapt quickly and keep moving forward.4. Build a culture, not just games โ†ณ Strong culture fosters creativity and happier teams.5. Speed > quality > quantity โ†ณ Fast iterations are great, but never sacrifice quality.6. Players are your compass โ†ณ Listen, observe, and adapt based on their feedback.7. Build a pipeline, not a one-hit wonder โ†ณ Create systems that let you learn, improve, and reuse.8. Partnerships are a force multiplier โ†ณ Collaborate to unlock opportunities you can't do alone.9. Kill your darlings โ†ณ Let […]

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My honest advice for Game Producers

My honest advice for game producers: If you donโ€™t love playing games, you shouldnโ€™t be making them.Because if you make a game only to "earn a buck," then:โ€ข Your game will lack fun.โ€ข It will lack depth.โ€ข And it wonโ€™t truly engage players.... resulting in earning $0 (and probably losing much more).Only true gamers can create what players love, and this will be rewarded in the end.Passion for games is what makes great ones.Always.

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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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