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5 Game Systems to Make Your Game Stick

If your game doesnโ€™t have fun core gameplay, stop reading this. (No system can rescue boring gameplay)Let me guess:Youโ€™ve got decent gameplay.Cool graphics.A few rewards here and there.But players are leaving. Why?Because youโ€™re NOT thinking about systems.Retention doesnโ€™t happen by accident.Itโ€™s BUILT.Your players donโ€™t stay for shiny features.They stay because they feel something:โ€ข A sense of growth.โ€ข A bond with friends.โ€ข The thrill of a challenge.Build systems around what keeps players.Hereโ€™s how:1. Progressionโ†ณย Make players feel like every session moves them forward.2. Competitionโ†ณย Design moments where they WANT to beat the person next to them.3. Emotionโ†ณย Give them a reason to care beyond stats and wins.Stop blaming retention on external factors.Retention is YOUR responsibility.

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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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Mobile Gaming Today: 42

Hey Fam โ˜ƒ๏ธ Hope you had a healthy, nice start to 2024! Letโ€™s start with my favorite NY post on LinkedIn :)) Sweet work by Supercell Letโ€™s start with a big THANK YOU. Already reached 6.4K followers on LinkedIn ๐Ÿ•บ Super grateful for all the love and support. Thank you, Gaming People! Game of the Week Magic Sort by Grand Games Magic Sort is an innovative sort puzzler that tries to disrupt the whole Sort genre, driven mainly by Ad Revenue. It applies the typical Royal match high production formula, together with some innovation regarding the core gameplay, such as fail state monetization. This is all validated by the 30M$ raise. Will be on Two & Half Gamersโ€™ podcast this week. Mobile Marketing ยป How to Create Playables ๐ŸŽจ Importance of Mixing Creatives in Meta ๐Ÿ† 2024 Top Hypercasual Mobile […]

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9 Traps That Kill Your Game

9 Traps That Kill Your Game (And How to Avoid Every Single One)Most live service games fail.Not because the devs arenโ€™t smart.But because they fall into unseen traps.Hereโ€™s the truth: โ˜๏ธIf you can avoid these 9 traps,youโ€™ll stay ahead of 95% of games out there.1. Metrics:โ†ณ Focusing on revenue instead of fun.โ†ณ Fix: Track engagement. Fun = profits.2. Events:โ†ณ Too many events = burnout.โ†ณ Fix: Space them out. Keep it fresh.3. Ads:โ†ณ Fake gameplay ads destroy trust.โ†ณ Fix: Show the REAL game. Trust scales.4. Progression:โ†ณ Too easy? Boring. Too hard? Frustrating.โ†ณ Fix: Balance it for fair rewards.5. Monetization:โ†ณ Pay-to-win drive players away.โ†ณ Fix: Offer value. Keep it fair. Win long-term6. Community:โ†ณ No community = no loyalty.โ†ณ Fix: Engage through events & social media7. Onboarding:โ†ณ Confused players donโ€™t stick around.โ†ณ Fix: Teach the basics in a fun way.8. Feedback:โ†ณ Ignoring complaints […]

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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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Game Testing GEO Guide 101

๐Ÿ—บ๏ธ My Game Testing Geo guide simplifies success. Here is the ultimate reason for testing: Save on User Acquisition whilegetting accurate player data.That's literally the core of it. ๐Ÿ—ฟMaking every dollar count.Pivot your game early on.Optimize fast.PS: Philippines losing their โ€˜โ€™testing countryโ€due to their new regulations and low-tech usage( low fps or too many crash issues)

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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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Get Your Iterative Game Development Right

The most important part in games production, on a quest to build a successful game, is getting iterative development right โ€” yet, most don't get it right or don't even know how to approach it right.This article focuses on the โ€˜coreโ€™ of iterative development, with an intention to (potentially) help to set some of you better on track for creating, and shipping, better performing games โ€” from both the playersโ€™ point of view (PoV) as well as from the commercial PoV.Note: This article excludes process coverage, for now, which I might tackle in later articles about games production and topics related to iterative development. Further exclusions are mentioned in the article itself, as the case applies. Furthermore, understanding this article requires some level of understanding (theoretical and/or practical) of game development processes for direct applications. If there is no such […]

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Mobile Game Leaders: 2024 Analysis

Market Performance Global consumer spending on Mobile Games declined for the second consecutive year, reaching $107 billion in 2023. Mobile game downloads fell for the first time, totaling 88 billion. Emerging Trends Casualization: There's a notable shift towards more Casual Gaming experiences, with Mid-core games facing challenges connecting with their audiences. Brands & IPs: Brands are increasingly engaging in partnerships to attract new audiences, leveraging well-known intellectual properties to enhance appeal. Regional Developments Chinese gaming companies have significantly expanded their global presence, with China-based publishers capturing a third of global revenue. They've successfully entered markets like Japan & U.S. through quality production and localization efforts. WeChat Minigames Are Crushing It in China Technological Innovations Advancements in cloud gaming and AI integration have been pivotal. Big Studios like Tencent and NetEase are leading with cloud gaming platforms and AI-driven game features, […]

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Dark and Darker by Krafton

Dark and Darker mobile โš”๏ธ published by Krafton Inc. is on its way to launch in the first half of 2025. We couldn't wait, so we reviewed the PC version of the game and looked at the different monetization models that the mobile game will probably have. The game got taken down from Steam and after a victory in lawsuit over Nexon's copyright claim in January 2024 it is back on Steam from June 2024. The PC version relaunched as a free to play game with a very unique model, reminiscent of Path of Exile "pay for convenience". As you see in the image, by being free to play you can only enter the Normal dungeons, have 1 character slot and can't sell items on the marketplace. After a $30 purchase the game basically goes from demo mode into full […]

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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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