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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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User reviews = your ASA & ASO Cheat Sheet

โญ๏ธ User reviews = your ASA & ASO cheat sheet โญ๏ธ While prepping for PocketGamer.biz London, I dove into MobileAction App Intelligence insights and discovered something really interesting.I analyzed a variety of games: Exploring App Store pages, creative strategies, keywords, ratings, rankings... But one discovery really stood out while looking into Love & Pies by Trailmix Games.Out of the last 620 US reviews, a few keywords kept popping up, pointing to the 3 things players loved most about the game:- Story (59%)- Graphics (23%)- Inclusivity/characters (10%)This completely changed how I approach ASO, ASA keyword optimization, and especially Custom Product Pages (CPPs):- For returning users, spotlight updates to the story theyโ€™re already invested in.- For new users, highlight visuals and inclusivity to stand out from competitors.Reviews arenโ€™t just feedback; Use them as a goldmine for your ASO, ASA, and UA strategies.

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How to Create Playables

๐—ฃ๐—น๐—ฎ๐˜†๐—ฎ๐—ฏ๐—น๐—ฒ๐˜€ ๐—ฑ๐—ฟ๐—ถ๐˜ƒ๐—ฒ ๐Ÿฎ๐Ÿณ๐˜… ๐—ต๐—ถ๐—ด๐—ต๐—ฒ๐—ฟ ๐—ฐ๐—ผ๐—ป๐˜ƒ๐—ฒ๐—ฟ๐˜€๐—ถ๐—ผ๐—ป ๐—ฟ๐—ฎ๐˜๐—ฒ๐˜€ ๐˜๐—ต๐—ฎ๐—ป ๐˜€๐˜๐—ฎ๐˜๐—ถ๐—ฐ ๐—ถ๐—บ๐—ฎ๐—ด๐—ฒ๐˜€. ๐—œ๐—ป ๐—ฐ๐—ผ๐—บ๐—ฝ๐—ฎ๐—ฟ๐—ถ๐˜€๐—ผ๐—ป, ๐˜ƒ๐—ถ๐—ฑ๐—ฒ๐—ผ ๐—ฑ๐—ฟ๐—ถ๐˜ƒ๐—ฒ๐˜€ ๐Ÿฎ๐Ÿฏ๐˜…. Playables can add some spice to your UA & help you scale. Learn how to produce killer playables ๐Ÿ‘‡ ๐—ช๐—ต๐˜† ๐—ผ๐—ป๐—น๐˜† ๐˜€๐—ต๐—ผ๐˜„ ๐˜†๐—ผ๐˜‚๐—ฟ ๐—ด๐—ฎ๐—บ๐—ฒ ๐˜„๐—ต๐—ฒ๐—ป ๐˜†๐—ผ๐˜‚ ๐—ฐ๐—ฎ๐—ป ๐—ด๐—ฒ๐˜ ๐—ฝ๐—ฒ๐—ผ๐—ฝ๐—น๐—ฒ ๐˜๐—ผ ๐—ฝ๐—น๐—ฎ๐˜† ๐—ถ๐˜? Video ads get boring, too. Theyโ€™re cost-friendly to run. On Android and some ad networks, playables are one of the cheapest to run on ($0.60) and run at less than half the cost of native ads ($1.22), according to @Liftoff recent study. ๐—ช๐—ต๐˜† ๐˜€๐—ต๐—ผ๐˜‚๐—น๐—ฑ ๐˜†๐—ผ๐˜‚ ๐˜‚๐˜€๐—ฒ ๐˜๐—ต๐—ฒ๐—บ?Playable ads add variety to your UA campaigns. With so much access to creative tools to produce them, itโ€™s a no-brainer to add them to your creative mix for testing. Here are a few more reasons why you should play around with them:๐—ง๐—ต๐—ฒ๐˜†โ€™๐—ฟ๐—ฒ ๐˜€๐˜‚๐—ฝ๐—ฒ๐—ฟ ๐—ฒ๐—ป๐—ด๐—ฎ๐—ด๐—ถ๐—ป๐—ด, especially when compared directly […]

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Solitaire genre is getting super hot!

The Solitaire genre is gonna get super hot ๐Ÿ”ฅ this year ๐Ÿ˜. There are 4 high profile games already in the soft launch phase. Who is gonna win this race? The Solitaire category is currently completely dominated by Playtika's Solitaire Grand Harvest making $15 Mil. a month. So who are the challengers? King's Candy Crush Solitaire has been in soft launch for a long time bringing the big IP with him. Metacore is getting out of their merge comfort zone bringing their Grandma into the genre. Wooga is using their perfected metagame from June's journey, swapping the hidden object core for solitaire. And lastly SuperPlay is applying their winning metagame formula from Domino dreams, where they already conquered that genre, to solitaire with a Disney IP.What is the kicker here? The last two games studios are actually owned by Playtika […]

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Crafting Player-Centric Experiences

First of all, thank you so much for agreeing to this interview! To kick things off, could you introduce yourself to our audience and share a little about what got you started in the industry? Danielle: Yeah, itโ€™s my pleasure! So, Iโ€™m Danielle, and Iโ€™m the Head of Player Experience at Ilyon. My love for games started when I was 13 and first rolled a d20, discovering the magic of Dungeons & Dragons. Ever since, Iโ€™ve been immersed in tabletop RPGs, LARPs, and the occasional video gameโ€”though my heart will always belong to role-playing adventures. Professionally, Iโ€™ve always been drawn to roles that focus on people. Iโ€™ve worked as a flight attendant, account manager, and customer success lead across various industries. Before joining Ilyon, I was at Eldritch Foundry, where I helped bring tabletop playersโ€™ imaginations to life by creating […]

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The Sweet Art of Feature Adaptation

In the ever-evolving landscape of the gaming industry, it's no secret that games often draw inspiration from one another. This cross-pollination of ideas isn't confined to a single genre or platform; it's a universal phenomenon that drives innovation continuously. Whether it's a unique gameplay mechanic from an indie title or a groundbreaking event in one of the biggest franchises, developers consistently look to each other to spark creativity and fuel progress. When a new feature or event makes waves in a particular game, it's only natural for others within the same genre to take notice. After all, if something resonates with players, why not explore its potential in a similar context? However, in a world where game updates are dissected in real-time by every other developer, keeping such innovations under wraps has become virtually impossible. The moment you introduce a […]

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Mobile Games Benchmarking

How do you usually approach (early stage) mobile games benchmarking? This article discusses about benchmarking and introduces couple methods (/โ€™schoolsโ€™) over it.The article is partly related to (/complements it) also my previous article about importance of Business Modeling (https://gamesalchemy.substack.com/p/6-why-business-modeling-your-f2p):How To Approach Benchmarking?There seems to be on high level few โ€˜schoolsโ€™ to look into:One goes deep in understanding KPIs from macro tools such as Sensor Tower, data ai, AppMagic and other sources of data (ad networks, MMPs, industry reports, industry peers, etc.), and using them in combination for benchmarking.โ€˜Schoolsโ€™ that with current commercial sentiment aim, e.g., for hybrid casual games to have 40-50% (or even more) D1 and < $1 CPIs (US) for starting point โ€” to invest further (kinda overlooks benchmarking, but counts in a target profiling of top 5-100 games in certain categories).โ€˜Schoolsโ€™ that start with scientific approach where […]

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Mobile Gaming Today: 41

Hej Fam! Curious about how you celebrated the New Year! Hope you had a great one ๐Ÿ•บ For me, this one has been the worst. Why? ๐Ÿ‘‡๐Ÿป NYE Germany: Several killed after Fireworks Chaos Is it just about people dying? So many injuriesโ€ฆ Animals & Plants, Halloo? ๐Ÿ‡ฉ๐Ÿ‡ช ยฏ\_(ใƒ„)_/ยฏ Though, hereโ€™s a COOL update from 2024: ๐Ÿฅ tooo-too-too-toooom! ๐Ÿฅ Made it to the Top 10 Mobile Gaming Content Creators! ๐ŸŒ Super grateful for all the love and support. Thank you, Gaming People! Weekly Quote Mobile Marketing ยป User Acquisition & Creative Learnings 2024 ๐ŸŒŠ Soft-launch Sonar #7 ๐Ÿ“ฑ Mobile Gaming in 2024 ๐Ÿ”ง LiveOps Full Breakdown ๐Ÿ“ˆ Evolution Pull-The-Pin Trend ๐ŸŽ Interesting Offer in Coin Master ๐Ÿ“‰ Decrease the CPIs. Whatever it takes! ๐Ÿ‘พ iOS Games: Top Free ASO & ASA Tools ๐Ÿค” User Reactions to Gen AI-created Content? ๐Ÿ’ […]

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‘Unorthodox’ Product and Positioning Strategies

Let's talk about 'unorthodox' Product & Positioning strategies no-one is currently looking into! This article focuses on covering and discussing 'unorthodox' Product and Positioning Strategies that are beyond current commercial sentiment in F2P Mobile Games Welcome to the โ€˜Unorthodoxโ€™ Side of Things! However, despite this, there are lots of opportunities out there no-one is currently looking into; OR they work on them in total secrecy! Shh-h! Weโ€™re exploring the shadowy place here. What I mean by โ€˜unorthodoxโ€™ here is everything that is basically beyond the current commercial sentiment and state / phase of the mobile games industry. Here are few examples of 'unorthodox' Product & Positioning strategies that are 'forbidden': Genres and sub-genres no-one is looking to invest in. As publishers, VCs and investors tend to avoid certain midcore, hardcore, and other markets with certain characteristics, there's less money flowing […]

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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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Startup fundraising lessons

Startup fundraising lessons: 1. Common VC wisdom:- Raise for 18-24 months runway- Add 6 months for fundraising- Target 30% buffer for unexpected spend- But here's what they don't emphasize...2. The "hard truth":- You're not in the "money-saving business"- VC money = rocket fuel- Purpose is growth, not survival3. Signs that can spook investors:- <4 months runway when starting fundraise- Raising at same terms as last round- No clear path to next milestone- High burn rate pre-product market fit4. What actually matters:- Progress toward next round's metrics- Clear plan for use of funds- Ability to extend runway if needed- Strategic cash deployment vs. hoarding5. Common advice that's oversimplified:- "Raise when you don't need money"- Reality: Raise when you have momentumRemember: Your runway is countdown to either mega success or your next fundraise. Plan accordingly.

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Jobs in Mobile Gaming: 26

๐ŸŽจ First Week - Jobs in Mobile Gaming ๐Ÿ‘‰๐Ÿป Data from Gamigion.com/jobs ๐Ÿ•บ๐Ÿป Dev ๐Ÿ’ป Art ๐ŸŽจ Product ๐Ÿ“ฑ Marketing ๐ŸŽฏ Business ๐Ÿ’ฐ Data ๐Ÿ“ˆ QA โš’๏ธ ๐Ÿ’ป Dev Technical Director Unannounced Title Scopely ๐Ÿ‡ช๐Ÿ‡ธ Senior Analytics Engineer Scopely ๐Ÿ‡ช๐Ÿ‡ธ Staff Engineer - Monopoly GO! Scopely ๐Ÿ‡ช๐Ÿ‡ธ Senior Engineer - Monopoly GO! Scopely ๐Ÿ‡ช๐Ÿ‡ธ Senior Gameplay Programmer, Squad Busters Supercell ๐Ÿ‡ซ๐Ÿ‡ฎ Software Engineer Zynga ๐Ÿ‡จ๐Ÿ‡ฆ Mobile Game Engineer Zynga ๐Ÿ‡น๐Ÿ‡ท Lead Technical Product Manager Zynga ๐Ÿ‡จ๐Ÿ‡ฆ Senior Game Developer - Gram Games Zynga ๐Ÿ‡น๐Ÿ‡ท Technical Operations Specialist Moon Active ๐Ÿ‡ฎ๐Ÿ‡ฑ Game Developer Moon Active ๐Ÿ‡ต๐Ÿ‡ฑ Solutions Engineer MobilityWare ๐Ÿ‡บ๐Ÿ‡ธ Ad Tech Product Manager MobilityWare ๐Ÿ‡บ๐Ÿ‡ธ Director of Engineering, Ad Tech MobilityWare ๐Ÿ‡บ๐Ÿ‡ธ Full Stack Developer - Match Hotel! (Istanbul & Ankara) SciPlay ๐Ÿ‡น๐Ÿ‡ท Unity Team Leader SciPlay ๐Ÿ‡ฎ๐Ÿ‡ฑ Senior Software Engineer Plarium ๐Ÿ‡ฎ๐Ÿ‡ฑ Unity Developer CrazyLabs ๐Ÿ‡ช๐Ÿ‡ธ Freelancer Creative Ads […]

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