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New Puzzle Games: 312 Released Last Week

312 new puzzle games released last week, I did the dirty work, here are my 9+1(Bonus) picks, enjoy ๐ŸŽก: The mobile market isnโ€™t just competitive, Itโ€™s a battlefield! โš”๏ธ Without the intelligence, youโ€™re fighting blind.Your time is precious. It really is. To start focusing on a worthy game,You need the INTEL. ๐Ÿ”ฎ Data-driven design isnโ€™t a choice, itโ€™s a necessity.You canโ€™t afford ignoring the intelligence.Itโ€™s a powerful ALLY and any delay on using it,Will cost you more in the long run.Out of these handpicked games,Which one caught your eye?Cheers!

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Lava Quest Breakdown

Lava Quest Breakdown ๐—ช๐—ต๐—ฎ๐˜ ๐—ถ๐˜€ ๐—ถ๐˜?1. 100 players tournament + win streak. 2. A race through consecutive levels. 3. No room for failure.4. Imagine if Squid Game became an event in casual games :) Originally popularized by Royal Match, this format is now a staple in top casual games. ๐—›๐—ผ๐˜„ ๐—ฑ๐—ผ๐—ฒ๐˜€ ๐—ถ๐˜ ๐˜„๐—ผ๐—ฟ๐—ธ? โ€ข Players join a group of 100 random participants. โ€ข They must complete 5-7 levels without failing. โ€ข Losing a level means elimination. โ€ข Winners split the total reward pool. โ€ข If eliminated, players must wait 30 minutes before retrying. โ€ข The event lasts 24 hours before resetting. ๐—ช๐—ต๐˜† ๐—ฑ๐—ผ๐—ฒ๐˜€ ๐—ถ๐˜ ๐˜„๐—ผ๐—ฟ๐—ธ? Psychology plays a huge role: โ€ข Loss aversion keeps players engaged, theyโ€™ll spend resources to avoid losing. โ€ข The shared reward pool fuels competition and urgency. โ€ข Short-term goals encourage extended play sessions. ๐—ช๐—ต๐—ฎ๐˜ ๐—บ๐—ฎ๐—ธ๐—ฒ๐˜€ […]

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8 Steps on Mobile Game Production

โ€œA mobile game? Anyone could make thatโ€Not true: Most game developers fail, often. Not because they donโ€™t have the passion.Like many, they usually overcomplicate things.How they think they should launch a game:๐Ÿšซ Build a game, pray and hope people play,๐Ÿšซ Spend months on unnecessary details,๐Ÿšซ Skip marketing, โ€œif itโ€™s good, players will come.โ€๐Ÿšซ Fail bad, feel stuck and eventually, give up.How you actually launch a game:โœ… Research, build, and test based on data,โœ… Set up a UA campaign with small budget,โœ… Track how Real players actually behave,โœ… Adapt, improve, update and repeat.If youโ€™re waiting for the โ€œperfect gameโ€Youโ€™re already losing, not gonna happen. Stop overthinking and start building.Cheers! Happy Sunday!

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How to Design Daily Missions

How to Design Daily Missions ๐—–๐—น๐—ฒ๐—ฎ๐—ฟ ๐—ผ๐—ฏ๐—ท๐—ฒ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ๐˜€ + ๐—ถ๐—ป๐˜€๐˜๐—ฎ๐—ป๐˜ ๐—ฟ๐—ฒ๐˜„๐—ฎ๐—ฟ๐—ฑ๐˜€ โ€ข Simple, straightforward tasks with quick payoffs โ€ข Example: โ€œComplete 3 levelsโ€ or โ€œCollect 10 itemsโ€ โ€ข Immediate gratification fuels longer play sessions ๐—–๐—ผ๐—บ๐—ฏ๐—ถ๐—ป๐—ฒ ๐˜€๐—ต๐—ผ๐—ฟ๐˜-๐˜๐—ฒ๐—ฟ๐—บ ๐—ฎ๐—ป๐—ฑ ๐—น๐—ผ๐—ป๐—ด-๐˜๐—ฒ๐—ฟ๐—บ ๐˜๐—ฎ๐˜€๐—ธ๐˜€ โ€ข Daily missions for quick engagement โ€ข Tie them to weekly/monthly goals for sustained interest โ€ข Example: โ€œFinish 5 daily missions in a weekโ€ to unlock exclusives ๐—˜๐—ป๐—ฐ๐—ผ๐˜‚๐—ฟ๐—ฎ๐—ด๐—ฒ ๐—ฎ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜† โ€ข Require real participation, not just passive logins โ€ข Example: โ€œWin 5 battlesโ€ or โ€œUse 3 different weaponsโ€ โ€ข Drives mastery of game mechanics ๐—•๐—ฎ๐—น๐—ฎ๐—ป๐—ฐ๐—ฒ ๐—ฑ๐—ถ๐—ณ๐—ณ๐—ถ๐—ฐ๐˜‚๐—น๐˜๐˜† โ€ข Simple starter tasks for newcomers โ€ข Gradually increase complexity for veterans โ€ข Keep missions challenging but fair ๐—ฃ๐—ฒ๐—ฟ๐˜€๐—ผ๐—ป๐—ฎ๐—น๐—ถ๐˜‡๐—ฒ ๐—บ๐—ถ๐˜€๐˜€๐—ถ๐—ผ๐—ป๐˜€ โ€ข High spenders crave premium rewards โ€ข Free players lean toward resource-focused tasks โ€ข Aligning with preferences = stronger engagement ๐—ช๐—ต๐˜† ๐—ฑ๐—ผ๐—ฒ๐˜€ ๐˜๐—ต๐—ถ๐˜€ ๐˜„๐—ผ๐—ฟ๐—ธ? โ€ข Retention: […]

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Jobs in Mobile Gaming: 32

8-15 Feb 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 Senior Analytics Engineer Scopely ๐Ÿ‡ช๐Ÿ‡ธ ๐Ÿ‡ฒ๐Ÿ‡ฝ Senior Software Engineer Scopely ๐Ÿ‡ช๐Ÿ‡ธ Staff Engineer - Monopoly GO! Scopely ๐Ÿ‡ช๐Ÿ‡ธ Analytics Engineering Manager Scopely ๐Ÿ‡ช๐Ÿ‡ธ Game programmer & New Game Founder, Spark Supercell ๐Ÿ‡ซ๐Ÿ‡ฎ Senior Client Programmer, Project R.I.S.E Supercell ๐Ÿ‡จ๐Ÿ‡ณ IT Technical Producer Supercell ๐Ÿ‡ซ๐Ÿ‡ฎ Software Engineer 2 Zynga ๐Ÿ‡ฎ๐Ÿ‡ณ Senior Software Engineer Zynga ๐Ÿ‡ฎ๐Ÿ‡ณ Software Engineer (Live-ops) - Gram Games Zynga ๐Ÿ‡ฌ๐Ÿ‡ง Principal Software Engineer- Full Stack Zynga ๐Ÿ‡ฎ๐Ÿ‡ณ Lead Technical Program Manager/Lead Producer - Systems, ZMGT Zynga ๐Ÿ‡บ๐Ÿ‡ธ Senior Software Engineer (Client) - Wizard of Oz Slots Zynga ๐Ÿ‡บ๐Ÿ‡ธ Senior Performance Engineer - Echtra Games Zynga ๐Ÿ‡บ๐Ÿ‡ธ Technical Account Manager Playtika ๐Ÿ‡ต๐Ÿ‡ฑ IT Engineering Team Lead Playtika ๐Ÿ‡บ๐Ÿ‡ฆ Technical Product Manager Moon Active ๐Ÿ‡ฎ๐Ÿ‡ฑ Unity Developer […]

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How do you design an addictive game?

How do you design an addictive game? ๐Ÿญ. ๐—ฆ๐˜๐—ฎ๐—ฟ๐˜ ๐˜„๐—ถ๐˜๐—ต ๐—ฎ ๐˜€๐˜๐—ฟ๐—ผ๐—ป๐—ด ๐—ฐ๐—ผ๐—ฟ๐—ฒ ๐—น๐—ผ๐—ผ๐—ฝ: โ€ข A simple, repeatable cycle: Challenge โ†’ Action โ†’ Reward โ€ข Instant gratification with quick loot and flashy visuals โ€ข Small dopamine hits to keep players coming back ๐Ÿฎ. ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐—ธ๐—ฒ๐—ฒ๐—ฝ๐˜€ ๐˜๐—ต๐—ถ๐—ป๐—ด๐˜€ ๐—ถ๐—ป๐˜๐—ฒ๐—ฟ๐—ฒ๐˜€๐˜๐—ถ๐—ป๐—ด: โ€ข Quick upgrades for short-term wins โ€ข Unlockable skills for mid-term goals โ€ข Achievements and leaderboards for long-term motivation ๐Ÿฏ, ๐—ฅ๐—ฒ๐˜๐—ฒ๐—ป๐˜๐—ถ๐—ผ๐—ป ๐—ต๐—ผ๐—ผ๐—ธ๐˜€ ๐—ฝ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ๐˜€ ๐—ถ๐—ป: โ€ข Daily rewards, time-limited events, and seasonal content โ€ข FOMO mechanics with exclusive items โ€ข Social incentives like guilds and team challenges ๐Ÿฐ. ๐—•๐—ฎ๐—น๐—ฎ๐—ป๐—ฐ๐—ฒ ๐—ฎ๐—ป๐—ฑ ๐—ณ๐—ฒ๐—ฒ๐—ฑ๐—ฏ๐—ฎ๐—ฐ๐—ธ ๐—บ๐—ฎ๐˜๐˜๐—ฒ๐—ฟ: โ€ข Gradual difficulty scaling to keep players in flow โ€ข Rewarding visuals, audio cues, and haptics โ€ข Emotional connection through narrative and characters ๐Ÿฑ. ๐—ฆ๐—ผ๐—ฐ๐—ถ๐—ฎ๐—น ๐—ณ๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ๐˜€ ๐—ฑ๐—ฟ๐—ถ๐˜ƒ๐—ฒ ๐—ฒ๐—ป๐—ด๐—ฎ๐—ด๐—ฒ๐—บ๐—ฒ๐—ป๐˜: โ€ข Leaderboards, rankings, and PvP battles โ€ข Clans, co-op modes, and community-building mechanics โ€ข […]

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5 takeaways from Supercell CEO’s Blog Post

I donโ€™t think thereโ€™s many people in gaming who doesnโ€™t look forward to reading Supercellโ€™s CEO Illka Paananen yearly blog post that addresses the industry. If you havenโ€™t already read it I suggest you check out the article and look over it, but if you want my key 5 takeaways and highlights it would be:โ€ข Brawl Starsโ€™ Remarkable Surge: Over five years post-launch, Brawl Stars achieved unprecedented growth, with metrics such as player count, engagement, and revenue increasing multiple times over. To go from $10-20m a month to $70m+ is one of the biggest success stories Iโ€™ve ever seen in mobile, another key indication of the importance of live ops in todays games. โ€ข Squad Bustersโ€™ Introduction: Supercell released Squad Busters, its first new game in over five years, which generated over $100 million in gross revenue during its first […]

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7 New Released Puzzle Games

I did the digging on new released puzzles, hand picked 7 recent games worth checking for you: These games are not scaling, yet.Next big hit in this genre could be hidden here.๐Ÿงฉ Bringing an old mechanic up to date,๐ŸŽจ Working with colors and sorting,๐Ÿ•ณ๏ธ Adding โ€œholesโ€ to levels,๐Ÿ”ข A bit of numbers and math,and the good old elevator CPI.๐Ÿ—๏ธThese are my top picks.Thanks to AppMagic auto features.Remember, the next big hit wonโ€™t be random!Itโ€™ll be a creative iteration backedby strong metrics and design.Stay informedโ€ฆ

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Game narratives arenโ€™t just text.

Game narratives arenโ€™t just text. Theyโ€™re experiences. A great game story makes players feel like they shape the world, not just move through it. ๐—ช๐—ต๐—ฎ๐˜ ๐—บ๐—ฎ๐—ธ๐—ฒ๐˜€ ๐—ถ๐˜ ๐˜„๐—ผ๐—ฟ๐—ธ? โ€ข ๐—ฃ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ ๐—ฎ๐—ด๐—ฒ๐—ป๐—ฐ๐˜† โ€“ Choices should have real consequences. โ€ข ๐—˜๐—ป๐˜ƒ๐—ถ๐—ฟ๐—ผ๐—ป๐—บ๐—ฒ๐—ป๐˜๐—ฎ๐—น ๐˜€๐˜๐—ผ๐—ฟ๐˜†๐˜๐—ฒ๐—น๐—น๐—ถ๐—ป๐—ด โ€“ The world itself should tell the story. โ€ข ๐—˜๐—บ๐—ผ๐˜๐—ถ๐—ผ๐—ป๐—ฎ๐—น ๐—ฒ๐—ป๐—ด๐—ฎ๐—ด๐—ฒ๐—บ๐—ฒ๐—ป๐˜ โ€“ Moments that stay with players. โ€ข ๐—œ๐—ป๐˜๐—ฒ๐—ฟ๐—ฎ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ ๐˜€๐˜๐—ผ๐—ฟ๐˜†๐˜๐—ฒ๐—น๐—น๐—ถ๐—ป๐—ด โ€“ Less cutscenes, more discovery. โ€ข ๐—ก๐—ฎ๐—ฟ๐—ฟ๐—ฎ๐˜๐—ถ๐˜ƒ๐—ฒ ๐—ฝ๐—ฎ๐—ฐ๐—ถ๐—ป๐—ด โ€“ Balance story and action to keep engagement high. ๐—ช๐—ฎ๐—ป๐˜ ๐˜๐—ผ ๐—ฏ๐˜‚๐—ถ๐—น๐—ฑ ๐—ฎ ๐—ฐ๐—ผ๐—บ๐—ฝ๐—ฒ๐—น๐—น๐—ถ๐—ป๐—ด ๐—ด๐—ฎ๐—บ๐—ฒ ๐—ป๐—ฎ๐—ฟ๐—ฟ๐—ฎ๐˜๐—ถ๐˜ƒ๐—ฒ? 1. Start with the concept โ†ณ Define genre, mechanics, and hooks. 2. Develop the world โ†ณ Create lore that integrates with gameplay. 3. Design meaningful characters โ†ณ Their arcs should connect with challenges. 4. Tie story to gameplay โ†ณ Make failures, successes, and choices matter. 5. Use interactive tools โ†ณ Dialogue, lore-rich environments, and collectibles. ๐—ฆ๐—ผ๐—บ๐—ฒ […]

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The Evolution of Battle Pass, Event Pass, and Season Pass Systems

Battle Pass systems have become a cornerstone of modern game monetization, spanning across F2P mobile games and premium titles that incorporate live-service elements. Games like Helldivers 2, Brawl Stars, and Fortnite have refined and iterated on these models, making them integral to engagement loops and long-term retention. However, with increasing saturation, whatโ€™s next for these systems? How can they evolve beyond the current engagement-monetization balance? This is where weโ€™ll be focusing in this article, on top of which weโ€™ll cover the current state of these systems.Engagement-Monetization Tie-in: The Battle Pass EquationAt their core, Battle Passes (including Event and Season Passes) operate on a simple yet effective model:Engagement Loop: Players are incentivized to return daily or weekly to complete tasks that progress their pass, maintaining retention.Monetization Layer: The pass monetizes via a free and premium tier system, offering rewards that justify […]

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Core Loop in Top Casual Games

Core Loop in Top Casual Games Analyzed the main gameplay loop of several games:- Homescapes- Monopoly GO- Royal Match- Match Factory- Coin Master- Travel TownThe most interesting observation is that the live ops of top games are deeply integrated into the gameplay loop, becoming an essential part of it rather than a separate activity.

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