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Take note, casual game developers!

Take note, casual game developers! 🎯In Cake Sort, I noticed a clever approach that I hadn't seen before—Skip It offers placed directly next to each Rewarded Video (RV) placement in the game. Instead of hiding the option in the game store, they make it super clear how buying these 10 tickets can let players skip watching the RV and still claim the rewards. This strategy boosts both visibility and the appeal of the purchase, making it easier for players to understand the advantage of grabbing these tickets! 💡 Definitely something worth considering for your own game!

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Top Progression Mechanics from Peak Games

Top Progression Mechanics from Peak GamesBased on the Playliner report, here are the 11 most popular progression mechanics in Peak games:1. Short-term goals ↳ Players are introduced to goals within the first minutes to keep them focused and motivated.2. Progress visualization ↳ Thematic rooms or stages unlock at specific levels, offering visual changes and rewards.3. Event locks ↳ Teasers for upcoming events encourage players to progress and unlock new content.4. Global maps ↳ A visually engaging path shows players how far they've come and what’s next.5. Daily bonuses ↳ Players receive rewards for logging in daily, promoting consistent engagement.6. Win streaks ↳ Winning multiple levels grants escalating rewards, with FOMO kicking in after a defeat.7. Sprint tournaments ↳ Players compete to complete levels faster, often using boosters for an advantage.8. Regular tournaments ↳ Players earn points through level completion to […]

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How to Evaluate Your Game Ideas?

How to Evaluate Your Game Ideas?Here are some critical questions you need to ask:1. Market Size: • Is your genre growing or declining? • Are new developers entering the niche, or is it saturated? • How could future trends and technology impact your genre?2. Competitive Analysis: • Who are your competitors, and what made them successful? • Why did similar games fail? • What makes your game stand out?3. Know Your Audience: • Who is your audience, and what do they value (e.g., story, competition)? • What are people saying about similar games on platforms like Reddit, Steam, or App Store?4. Core Game Design: • Can you pitch your game in one sentence? • Does the art style and core gameplay loop stand out? • What will keep players coming back?5. Marketing & Community Building: • How will you reach […]

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Boost Your Team, Boost Your Game!

🚀 Boost Your Team, Boost Your Game! 🚀Teamwork just got even more rewarding! Check out this 'Team Pack' offer — for just $9.99, not only do you get some awesome in-game goodies like energy, chests, and time boosts, but your entire team benefits too! 🎁 It’s a great example of how games are evolving to build stronger communities through cooperative rewards. In-game purchases like these aren't just about individual progress anymore, they're about team success.What do you think? Does team-based monetization add value to the player experience?

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Only 42 games released in 2024 hit 1M+ downloads.

Only 42 games released in 2024 hit 1M+ downloads. (Mobile Casual)That means 7 things:You can find out more https://lnkd.in/dynmZZ4N1. Supermarket Simulator hype train is a THING,2. New games rely on Advertisement Revenue,3. 11 Games made more than $1M in revenue,4. Asia show dominance in user acquisition,5. Puzzle has been and will be leading,6. No big hit from big publishers, yet. 7. 4283 casual games were releasedso chance of scale is less than 0.5%.To find out more about new releases,And keep discussing what’s going onCheck out AppMagicAnd hit me up for a chat.Coming up next:2024 Puzzle Release Game Mechanics!Cheers!PS: There is more to this genre than I can show and talk about in a single post.If you dont find this topic fun, do let me know what do you want to see more on this channel!

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Puzzle Games: Loss Aversion to monetize level fails

How do puzzle games use Loss Aversion to monetize level fails?Based on the Playliner research, here are the most common things a player will lose if they fail:• Win streaks progress• Lives• Season pass keys• Event stage rewards• Tournament position• Additional rewards• Infinite Boosters time• x2 Level MultiplierIt’s all about the fear of losing – and driving that next purchase to keep playing.What do you think? Is it a fair strategy or too much pressure?

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The 3 Stages of Mobile Game Production

The 3 Stages of Mobile Game ProductionHere’s a quick breakdown:𝟭. 𝗣𝗿𝗼𝘁𝗼𝘁𝘆𝗽𝗲 𝗣𝗵𝗮𝘀𝗲:• Goals: - Validate game concept - Test core mechanics - Assess market fit • Timeframe: 1 to 3 months • Team Size: Small team (3-10 people) • Content: Focus on core loop and mechanics • Monetization: None • Customer Support: None, but pay attention to player feedback • Risks: - Core gameplay may not resonate with players - Poor marketability ---𝟮. 𝗦𝗼𝗳𝘁 𝗟𝗮𝘂𝗻𝗰𝗵 𝗣𝗵𝗮𝘀𝗲:• Goals: - Increase player engagement - Enhance monetization strategies - Achieve KPIs for a global launch • Timeframe: 6 to 18 months • Team Size: Medium team (10-30 people, including analytics, marketing, QA) • Content: Expanded content, testing new mechanics • Monetization: Basic shop, starter packs, and offers to test the willingness to pay • Customer Support: Basic channels for test regions • Risks: […]

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Boosting Retention in Your Game

10 tips to keep players in your game.(with 10 step-by-step actions to implement)10 areas to focus on:• Ads• FTUS• Social• Churn• Content• Rewards• Difficulty• Gameplay• Progression• Goal-SettingBut if you truly want better retention:Keep promises and overdeliver.Let me show you how 👇

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Understanding Retention Part 3: LTV and Retention

🚨 Understanding Retention Part 3: LTV and Retention In my previous posts, I covered the importance of long-term retention and how games with low retention will survive. Now, it's time to talk about how we can calculate LTV (lifetime value) and its relation to Retention. ⥅ Here's the formulaLTV = Lifetime ⛌ ARPDAU 👉 Using this formula you can make estimations on your early retention data ❓How Retention Impacts LTVRetention and LTV are closely linked. The longer players stick around, the more opportunities they have to make in-app purchases or watch ads, increasing their lifetime value. ↳Higher retention naturally translates to a higher LTV. Part 1: Part 2: If you found this post helpful: ❤️ → Give it a like 💬 → Share your thoughts in the comments🔄 → Repost it to help others🔔 → Follow me for more insights […]

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Game Ideation via ChatGPT

15-min with just using GPT-4o and GPT-1o to create a complete game idea & concept:👉 Initial prompt for GPT-1o:" I want you to be my Lead Game Designer who knows all about mobile gaming, all genres, all mechanics, market trends, etc I want you to come up with a compelling idea with USPs. I want you to pick the genre and sub-genre for me based on market data, somewhere that has high potential and is quite blue ocean a high chance of success. The idea should be mobile friendly with simple mechanics and at the same time good depth so at first players can easily pass and progress but soon they have improved their skills/characters or whatever to progress further "↳ Here's the game concept and AI-generated idea:- Title: Eden Rising: Rebuild & Survive- Genre: Hybrid-Casual City Builder with Survival […]

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Understanding Retention Part 2: Retention Isn’t Everything

🚨 Understanding Retention Part 2: When Retention Isn’t EverythingWe often make quick decisions based solely on retention numbers. But there are times when other metrics hold more weight.❓ Let’s take a look at a retention curve of a project with Day 1, Day 7, and Day 30 rates:* D1: 17.5%* D7: 4.5%* D30: 1.6%These retention numbers are below industry benchmarks, both short and long term.🤔 Would you continue working on this project?Before making a decision, let's look at an important factor:👉 ROAS (Return on Ad Spend): the amount of revenue earned for every dollar spent on advertising.💡This retention data is from Nitro Nation: Car Racing Game. With over 50M downloads and $18M in revenue, this game is thriving despite low retention.⭐️ TL;DREven though this game doesn’t have exceptionally high retention rates, it’s still achieving positive ROAS—proving that , ROAS is […]

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