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Anton Slashcev

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Core vs. Meta in Mobile Games

Hereโ€™s a breakdown of time distribution in different games:1. Manor Matters: Core - 51.5%, Meta - 48.5%2. Gardenscapes: Core - 56.0%, Meta - 44.0%3. Design Home: Core - 60.9%, Meta - 39.1%4. Seekers Notes: Core - 61.9%, Meta - 38.1%5. Solitaire Grand Harvest: Core - 68.6%, Meta - 31.4%6. Slotomania: Core - 74.0%, Meta - 26.0%7. Royal Match: Core - 74.1%, Meta - 25.9%8. Caesars Casino: Core - 74.7%, Meta - 25.3%9. House of Fun: Core - 77.6%, Meta - 22.4%10. June's Journey: Core - 78.1%, Meta - 21.9%11. DoubleDown: Core - 79.5%, Meta - 20.5%12. Fishdom Solitaire: Core - 81.5%, Meta - 18.5%13. Toon Blast: Core - 81.9%, Meta - 18.1%14. Texas Poker: Pokerist: Core - 82.5%, Meta - 17.5%15. Bingo Blitz: Core - 83.9%, Meta - 16.1%16. Best Fiends: Core - 85.1%, Meta - 14.9%17. WSOP: Core - […]

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Match-3 Gaming Landscape: 2021 vs. 2024

In just three years, the top-10 match-3 games have seen a dramatic shift. August 2021:โ€ข Candy Crush Saga led the pack with $77.7M in revenueโ€ข Homescapes and Gardenscapes held strong, both exceeding $40Mโ€ข Fishdom and Candy Crush Soda Saga rounded out the top 5Fast forward to July 2024:โ€ข Royal Match skyrocketed with an incredible 394% increaseโ€ข Candy Crush Saga remains strong, growing by 12% to $86.8M.โ€ข Match Masters experienced 48% growthHowever, several popular titles have declined:โ€ข Homescapes dropped 48%.โ€ข Candy Crush Soda Saga fell 27%.โ€ข Project Makeover plummeted by 55%.โ€ข LINE PokoPoko saw a 44% decrease.What's happening?โ†ณ Match-3 games with simplified meta (Royal Match, Match Masters) are overtaking those with deeper meta (Homescapes, Project Makeover).โ†ณ These faster-paced games are growing revenue and taking audiences from slower, more complex titles.Why?โ†ณ In the "post-TikTok" era, speed and high dynamics are key.โ†ณ Games […]

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Brawl Stars: Monthly Revenue Increased By 500%

Brawl Stars' monthly revenue increased by 500%. From $9M to $57M. How did they achieve this in one year? Here are the key updates that made a massive impact:1. Goal Setting and Engagement Mechanics โ€ข Double Starr Dropsโ€ข Brawl Togetherโ€ข Trophy League2. Awesome Battle Passes โ€ข Packed with cool rewards and collabs3. Diversified Gameplay with new PVP and PVE events: โ€ข Wipeout 5v5โ€ข Trophy Escapeโ€ข Knockout 5v5 Data Source: AppMagic

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What Percentage Of Game Time Are Players Socially Engaged?

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 June'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.Data Source: Playliner

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Want To Be A Top 1% Game Producer?

Here are 20 harsh truths you need to embrace: ๐Ÿญ. ๐—ฃ๐—ฎ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐—ณ๐—ผ๐—ฟ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ ๐—ถ๐˜€ ๐—บ๐—ฎ๐—ป๐—ฑ๐—ฎ๐˜๐—ผ๐—ฟ๐˜†โ†ณ You must be a gamer to understand gamers.๐Ÿฎ. ๐—ข๐˜„๐—ป ๐˜†๐—ผ๐˜‚๐—ฟ ๐—บ๐—ถ๐˜€๐˜๐—ฎ๐—ธ๐—ฒ๐˜€โ†ณ Hiding errors creates secrecy and distrust within the team.๐Ÿฏ. ๐—ก๐—ผ ๐—ฑ๐—ฒ๐—ฐ๐—ถ๐˜€๐—ถ๐—ผ๐—ป ๐—ถ๐˜€ ๐—ฎ๐—ฏ๐˜€๐—ผ๐—น๐˜‚๐˜๐—ฒ๐—น๐˜† ๐—ฟ๐—ถ๐—ด๐—ต๐˜โ†ณ Every choice comes with uncertainties and trade-offs.๐Ÿฐ. ๐—ง๐—ต๐—ฒ๐—ฟ๐—ฒ ๐—ถ๐˜€ ๐—ป๐—ผ ๐˜€๐—ฒ๐—ฐ๐—ฟ๐—ฒ๐˜ ๐—ถ๐—ป๐—ด๐—ฟ๐—ฒ๐—ฑ๐—ถ๐—ฒ๐—ป๐˜ ๐—ณ๐—ผ๐—ฟ ๐—ด๐—ฎ๐—บ๐—ฒ'๐˜€ ๐˜€๐˜‚๐—ฐ๐—ฐ๐—ฒ๐˜€๐˜€โ†ณ Chasing mythical insights can lead to failure.๐Ÿฑ. ๐—ฌ๐—ผ๐˜‚ ๐—ต๐—ฎ๐˜ƒ๐—ฒ ๐˜๐—ผ ๐—ถ๐˜๐—ฒ๐—ฟ๐—ฎ๐˜๐—ฒ ๐˜๐—ผ ๐—ฎ๐—ฐ๐—ต๐—ถ๐—ฒ๐˜ƒ๐—ฒ ๐—ด๐—ฟ๐—ฒ๐—ฎ๐˜๐—ป๐—ฒ๐˜€๐˜€โ†ณ No game is perfect from the start. Iteration is key.๐Ÿฒ. ๐—œ๐—ฑ๐—ฒ๐—ฎ๐˜€ ๐—ฎ๐—ฟ๐—ฒ ๐˜„๐—ผ๐—ฟ๐˜๐—ต๐—น๐—ฒ๐˜€๐˜€ ๐˜„๐—ถ๐˜๐—ต๐—ผ๐˜‚๐˜ ๐—ฒ๐˜…๐—ฒ๐—ฐ๐˜‚๐˜๐—ถ๐—ผ๐—ปโ†ณ Cool ideas are common; cool execution is rare.๐Ÿณ. ๐—ฅ๐—ฒ๐˜€๐—ฝ๐—ฒ๐—ฐ๐˜ ๐˜†๐—ผ๐˜‚๐—ฟ ๐—ฝ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ๐˜€โ†ณ Treat them like valued guests, or theyโ€™ll leave.๐Ÿด. ๐—™๐˜‚๐—ป ๐—ถ๐˜€ ๐—ž๐—ถ๐—ป๐—ดโ†ณ If the game isnโ€™t fun, no features or monetization will save it.๐Ÿต. ๐—ฆ๐˜๐—ฎ๐—ฟ๐˜ ๐˜€๐—บ๐—ฎ๐—น๐—น, ๐˜€๐˜‚๐—ฐ๐—ฐ๐—ฒ๐—ฒ๐—ฑ ๐—ฏ๐—ถ๐—ดโ†ณ If you canโ€™t make a small game work, more resources wonโ€™t help.๐Ÿญ๐Ÿฌ. ๐—ฃ๐—ฟ๐—ผ๐—ณ๐—ถ๐˜ ๐—ถ๐˜€ ๐˜๐—ต๐—ฒ ๐˜‚๐—น๐˜๐—ถ๐—บ๐—ฎ๐˜๐—ฒ ๐—บ๐—ฒ๐—ฎ๐˜€๐˜‚๐—ฟ๐—ฒ ๐—ผ๐—ณ […]

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Squad Busters: Revenue Drop by 50%

Is it time for Supercell to worry? ๐Ÿ“‰ In June, daily revenue fell from $1.2M to $600k, a 50% drop. โ†ณ This was expected as the initial spike was due to organic downloads from pre-registrations.โ†ณ A decline was anticipated once those settled and user acquisition shifted to paid traffic.๐Ÿ“‰ But in July, daily revenue dropped another 50%: from ยฑ$600k to <$300k.This isn't just normalization: User Acquisition canโ€™t attract enough traffic at this price. The game probably is far from reaching profitability. Why did the decline happen again? โ€ข Very low medium- and long-term retentionโ€ข Day 30 retention does not exceed 3%โ€ข For comparison, Brawl Stars has nearly 20% Day 30 retentionCauses:โ€ข Insufficient gameplay depthโ€ข Weak further gacha mechanicsโ€ข Lack of contentโ€ข UX problemsIt's time for Supercell to take more decisive measures to improve the game.Data Source: AppMagic

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How to Increase Game Retention?

Here is a step-by-step algorithm for making a decision: 1. Enhance the Tutorial: Ensure the FTUE is clear and concise. 2. Engage Players Early: Make the game's start fun and intuitive. 3. Consistency in Gameplay: Match gameplay with creatives and ASO. 4. Clear Goals: Make sure players understand their tasks. 5. Add Engagement Mechanics: Include features like win streaks and daily bonuses. 6. Optimize Stability: Ensure technical stability and smooth performance. 7. Adjust Difficulty: Continuously improve difficulty, UX, and gameplay. 8. Monitor and Fix Churn: Use analytics to identify and fix high churn points. 9. Introduce Progression Systems: Provide leveling and character upgrades. 10. Add Variety: Introduce new mechanics over time. 11. Increase Content: Ensure there is enough content for players. 12. Enhance Rewards: Engage players with valuable rewards. 13. Social Features: Enable player interaction. 14. Balance Economy: Keep the […]

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8 Essential Skills for Game Producers

Master these to become a top producer: 1. Vision Creation ๐ŸŒŸ - Craft a clear direction for the project- Convey and inspire the team with your vision- Align with stakeholders 2. Industry Knowledge ๐Ÿ“š - Understand gaming industry trends deeply- Perform continuous competitor analysis- Be well-versed in a broad range of references 3. Game Design ๐ŸŽจ - Master game design principles- Understand project economy and balance- Be skilled in user flow and UI/UX- Find fun and work with game loops 4. Technical Understanding ๐Ÿ’ป - Familiarize yourself with game engines and technologies- Know game development processes- Understand technical constraints and possibilities- Communicate effectively with technical teams 5. Product Thinking ๐Ÿง  - Grasp the product goal for each feature- Prioritize development based on product impact- Understand player needs and pain points 6. Leadership ๐Ÿ† - Inspire, motivate, and guide your team- […]

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Improve Monetization or Engagement?

This is the main question when developing a new feature in Live Ops. Monetization: โ†ณ Improve monetization to increase revenue from the player directly. Examples: โ€ข Battle Passโ€ข Piggy Bank and new offersโ€ข Holiday Eventsโ€ข Loot Boxesโ€ข Casino mechanics (Roulettes, slots)โ€ข Dynamic Difficulty Adjustment Engagement: โ†ณ Improve engagement by increasing retention and/or playtime, hoping to indirectly boost revenue. Examples: โ€ข Daily Bonusโ€ข Win Streakโ€ข Social Features (Clans, Friends, Leaderboard, etc.)โ€ข Happy Hoursโ€ข Meta-related Features Both approaches aim to eventually improve LTV, but in different ways. Is it possible to improve both at the same time? In most cases, no.Trying to enhance both often leads to zero results.

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Are Downloads and Revenue Indicators of Success?

Downloads and revenue are not indicators of a game's success.Many large games operate with a negative ROAS throughout their existence.Despite impressive numbers, they often bring their owners nothing but losses.So why do studios continue to buy traffic for such games and lose money?Here are several reasons:โ€ข Hope for profitability: Belief in a turnaround during the live-ops phaseโ€ข Competitive strategy: Securing traffic share to force competitors to bid higher.โ€ข Inflating valuation: Boosting overall ARR before selling the company.โ€ข Attracting investments: Demonstrating potential to draw in investors.โ€ข Misjudgment: Sometimes, it's simply foolishness. :)There are rare cases where buying traffic for a loss-making game makes sense.But it's mostly an attempt to create the illusion of a successful game for investors or stakeholders.Profit > Volume

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