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Supercell teased their “Boat Game”

Yesterday Supercell teased their new game called "Boat Game" โ›ต in a very cryptic video of gameplay and random images. There is also a hidden message in the video I am sure Internet will decode by now ๐Ÿ˜…. So what is Boat game about? On the surface look it looks like a simplification of Sea of Thieves โ˜ ๏ธ, the pirate hit from Microsoft. We can see that there will be 2 core gameplays, one for the naval combat with completely different abilities and one for the land combat ๐Ÿ”ซ. Again with different set of abilities. Both controlled by the typical virtual joystick on the left and ability buttons on the right control scheme. Both cores seems to have their separate inventories as seen in the image of Gear & Boat buttons. I am guessing both will be based on gacha […]

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20 Key Mobile Game Metrics

20 Key Mobile Game Metrics ๐Ÿญ. ๐——๐—”๐—จ (๐——๐—ฎ๐—ถ๐—น๐˜† ๐—”๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ ๐—จ๐˜€๐—ฒ๐—ฟ๐˜€) โ€ข Unique users active daily โ€ข Indicates daily engagement โ€ข Improve with limited-time events & push notifications ๐Ÿฎ. ๐— ๐—”๐—จ (๐— ๐—ผ๐—ป๐˜๐—ต๐—น๐˜† ๐—”๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ ๐—จ๐˜€๐—ฒ๐—ฟ๐˜€) โ€ข Shows long-term retention โ€ข Boost with progression rewards & fresh content ๐Ÿฏ. ๐—ฅ๐—ฒ๐˜๐—ฒ๐—ป๐˜๐—ถ๐—ผ๐—ป ๐—ฅ๐—ฎ๐˜๐—ฒ โ€ข % of users returning after a set period โ€ข Key metric for player stickiness โ€ข Improve onboarding & mid-term goals ๐Ÿฐ. ๐—–๐—ต๐˜‚๐—ฟ๐—ป ๐—ฅ๐—ฎ๐˜๐—ฒ โ€ข % of users who stop playing โ€ข Reflects player drop-off points โ€ข Fix pain points in user flow ๐Ÿฑ. ๐—ฃ๐—น๐—ฎ๐˜†๐˜๐—ถ๐—บ๐—ฒ โ€ข Total time spent in-game daily โ€ข Add timed actions & missions to increase ๐Ÿฒ. ๐—ฆ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐—Ÿ๐—ฒ๐—ป๐—ด๐˜๐—ต โ€ข Avg. duration of a game session โ€ข Indicates depth of engagement โ€ข Use multi-step goals & time-limited bonuses ๐Ÿณ. ๐—”๐˜ƒ๐—ด. ๐—Ÿ๐—ฒ๐˜ƒ๐—ฒ๐—น๐˜€ ๐—ฝ๐—ฒ๐—ฟ ๐—ฃ๐—น๐—ฎ๐˜†๐—ฒ๐—ฟ ๐——๐—ฎ๐—ถ๐—น๐˜† โ€ข Shows interaction with core gameplay […]

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Mobile Gaming Today: 48

Hallo Fam, Crazy how Hamburg is enjoying amazing weather this week while Istanbul is buried under snow! โ˜ƒ๏ธ Guess I should study Geography to make sense of it... or maybe it's just global warming doing its thing, huh? Game of the Week ๐Ÿญ Candy Crush Solitaire by King Having its global launch on Feb 6th, looking at the numbers the game did just $260K on 3M+ downloads. Doesn't seem like the result King was looking for. Why? ๐Ÿค” Compared to competitors, and there are many, there is one major change in core gameplay, where players can store 1 extra card as another "connecting" card, instead of just linear connecting all the cards on the board. This gives them much more tactical gameplay โš”๏ธ, where they can save this card for later when they run out of their current chain to […]

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Warning! Heavy Game Design Here

Warning โ˜ข๏ธ Heavy Game Design post ahead ๐Ÿ˜. Session control mechanics are one of the most important systems in mobile F2P. They control the pace through which the player not only consumes game's content, but also gets rewards. As games scales their content in mid to endgame, players get more and more energy, but they don't have more time during the day dedicated to the game. So what do you do? You still want them to progress by optimal pace, meaning that they would ideally consume all the energy โšก from the whole day. As this would take later too much time for the amount of energy consumed, you introduce energy multiplier systems. This enables the player to use the same amount of their time as usual for the core loop, but they are consuming multiples of their energy and […]

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Future Principles and DNA for Sustainable Games

Given the industryโ€™s hardships and recent dynamics on all fronts from macro to micro, Iโ€™m giving here a shot on listing down principles and DNA for building sustainable games for the future โ€” over which I think the industry would benefit on making bets vs. repeating what has driven to us where we are today. So, buckle up! Itโ€™s going to be a bumpy and insightful ride all together when youโ€™re reading this article. As a special mention, before jumping straight to things, it should be noted that Iโ€™m keeping these principles and points on high-level, as Iโ€™ve extensively covered each of these topics already in my blog. For diving further to these mentioned points, I highly recommend checking my posts. Principles and DNA of Sustainable Games In the rapidly evolving landscape of game development, creating long-term sustainable games requires […]

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Casual Games LiveOps in Q1 2025

Casual Games LiveOps in Q1 2025 1๏ธโƒฃ Luck-Based Cooking Mechanics โ€ข Dice rolls for ingredients (Family Farm Adventure, Seaside Escape) โ€ข Adds gambling excitement to cooking 2๏ธโƒฃ PvP Sprint Tournaments โ€ข 1v1 battles feel more achievable โ€ข Short (1-hour) duration boosts urgency 3๏ธโƒฃ New Mini-Game Variations โ€ข Arcade mechanics like Block Blast (Royal Kingdom) โ€ข Adds skill-based engagement 4๏ธโƒฃ Social Co-Op Enhancements โ€ข Coin Master: Social reward multipliers in Plinko โ€ข Monopoly Go: Solo or team progress options 5๏ธโƒฃ Point Multipliers Everywhere โ€ข Top 10 games use them to extend playtime โ€ข Loss aversion increases resource spending 6๏ธโƒฃ Temporary Subscriptions โ€ข 7-day passes (Merge Mansion) โ€ข Daily rewards boost retention & monetization 7๏ธโƒฃ Rise of Short-Term Events โ€ข 1-2 hour challenges (tournaments, mini-games) โ€ข Quick to start, easy to understand 8๏ธโƒฃ Live Ops Calendar Compression โ€ข More frequent, shorter events […]

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The Economics of Match Events

Nearly all economic activity in match-based or โ€œsagaโ€-based metas follows the fundamental relationship: Revenuei=Gold Sinki=Attemptsiโ‹…Gold Sink Per AttemptiRevenuei=Gold Sinki=Attemptsiโ‹…Gold Sink Per Attempti where, โˆ™โˆ™ RevenueiRevenuei is the revenue for the iith player.โˆ™โˆ™ AttemptsiAttemptsi is the number of attempts made by the iith player.โˆ™โˆ™ Gold Sink Per AttemptiGold Sink Per Attempti is the average of gold spent per attempt by the iith player. Holding Gold Sink Per AttemptGold Sink Per Attempt constant, an increase in AttemptsAttempts leads to higher RevenueRevenue. Similarly, increasing the Gold Sink Per AttemptGold Sink Per Attempt while holding AttemptsAttempts constant also raises RevenueRevenue. Many innovations in match economies operate within this framework. For instance, a โ€œsuper light ballโ€ mechanic increases AttemptsAttempts but reduces the Gold Sink Per AttemptGold Sink Per Attempt. Events follow the same structure. Basic Match Model At the aggregate level, revenue across all players is:Revenue=โˆ‘i(Attemptsiโ‹…Gold Sink Per Attempti)Revenue=โˆ‘i(Attemptsiโ‹…Gold Sink Per Attempti) Event Uplift Events affect revenue by shifting the number of attempts or the gold sink […]

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10 signs you are working on a DEAD Game

10 signs you are working on a DEAD game โ˜ ๏ธ (you don't want to miss them)๐Ÿญ. ๐—ก๐—ผ ๐—ฐ๐—น๐—ฒ๐—ฎ๐—ฟ ๐˜ƒ๐—ถ๐˜€๐—ถ๐—ผ๐—ป ๐Ÿ‘€โ†ณ Without direction, priorities scatter and time is wasted. ๐Ÿฎ. ๐—˜๐˜ƒ๐—ฒ๐—ป ๐˜๐—ต๐—ฒ ๐˜๐—ฒ๐—ฎ๐—บ ๐—ฑ๐—ผ๐—ฒ๐˜€๐—ป'๐˜ ๐˜„๐—ฎ๐—ป๐˜ ๐˜๐—ผ ๐—ฝ๐—น๐—ฎ๐˜† ๐˜๐—ต๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ. ๐ŸŽฎ โ†ณ If developers donโ€™t enjoy it, players wonโ€™t either. ๐Ÿฏ. ๐—–๐—ผ๐—ป๐˜€๐˜๐—ฎ๐—ป๐˜ ๐—ฝ๐—ถ๐˜ƒ๐—ผ๐˜๐˜€ ๐Ÿ”„ โ†ณ Frequent changes derail progress and drain morale. ๐Ÿฐ. ๐—ก๐—ผ ๐—จ๐—ฆ๐—ฃ ๐Ÿชโ†ณ A generic game canโ€™t stand out in a crowded market. ๐Ÿฑ. ๐—จ๐—ป๐—ฐ๐—น๐—ฒ๐—ฎ๐—ฟ ๐—ฟ๐—ผ๐—น๐—ฒ๐˜€ ๐ŸŒ€ โ†ณ When no one knows whoโ€™s responsible, chaos reigns. ๐Ÿฒ. ๐—•๐—น๐—ฎ๐—บ๐—ฒ ๐—ฐ๐˜‚๐—น๐˜๐˜‚๐—ฟ๐—ฒ ๐Ÿ›‘ โ†ณ Finger-pointing creates toxicity and stalls solutions. ๐Ÿณ. ๐—Ÿ๐—ผ๐˜„ ๐—ฒ๐—ฎ๐—ฟ๐—น๐˜† ๐—ฟ๐—ฒ๐˜๐—ฒ๐—ป๐˜๐—ถ๐—ผ๐—ป ๐Ÿ“‰ โ†ณ Players donโ€™t come back if the game doesnโ€™t hook them early. ๐Ÿด. ๐—™๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ ๐—ฐ๐—ฟ๐—ฒ๐—ฒ๐—ฝ โ‰๏ธ โ†ณ Adding more instead of fixing the basics only bloats the game. ๐Ÿต. ๐—ก๐—ผ ๐—ฐ๐—ผ๐—บ๐—บ๐˜‚๐—ป๐—ถ๐˜๐˜† ๐Ÿ—จ๏ธ โ†ณ Empty forums and social channels […]

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Genre-Blending Extraction Shooters, Looter Shooters, Action RPGs, and MMORPGs

Gaming is undergoing an exciting evolution, with genre boundaries becoming increasingly blurred.Some of the most exciting innovations, in my opinion (after playing and developing, in some cases, games on these segments), are potentially emerging from the fusion of Extraction Shooters, Looter Shooters, Action RPGs, and MMORPGs. When executed right, the โ€œhybridsโ€ of these can offer deep, replayable experiences that cater to a variety of playstyles while enabling innovative monetization strategies.In this post, Iโ€™ll explore how blending these genres together could create unique and compelling games, including how they could work across PC, console, and mobile (with cross-play, as applicable). Iโ€™ll also delve into the monetization strategies that fit these experiences โ€” moving beyond simple battle passes to include social-tiered milestones and group-based economy mechanisms, which Iโ€™ve written a lot about in my articles here:On top of monetization side, Iโ€™m also […]

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Monopoly GO Top Revenue-Driving Events

Monopoly GO Top Revenue-Driving Events ๐Ÿญ. ๐—ฃ๐—ฟ๐—ถ๐˜‡๐—ฒ ๐——๐—ฟ๐—ผ๐—ฝ ๐—˜๐˜ƒ๐—ฒ๐—ป๐˜๐˜€ ๐ŸŽฏ โ€ข Plinko-style mini-game using chips. โ€ข Chips can be bought or earned. โ€ข Multipliers boost spending and rewards. ๐Ÿฎ. ๐—›๐—ฎ๐˜‚๐—ป๐˜๐—ฒ๐—ฑ ๐— ๐—ฎ๐—ป๐˜€๐—ถ๐—ผ๐—ป ๐Ÿ‘ป โ€ข 8-player teams add social pressure. โ€ข Solo and team goals drive spending. โ€ข Blackjack-style mechanic encourages retries. โ€ข Limited time adds urgency. ๐Ÿฏ. ๐—ฃ๐—ฎ๐—ฟ๐˜๐—ป๐—ฒ๐—ฟ๐˜€ ๐—˜๐˜ƒ๐—ฒ๐—ป๐˜๐˜€ ๐Ÿค โ€ข Team up with a friend. โ€ข Land on special tiles to earn currency. โ€ข Spin the lucky wheel for event points. โ€ข Grow 4 objects to unlock the final reward. ๐Ÿฐ. ๐—ง๐—ผ๐˜‚๐—ฟ๐—ป๐—ฎ๐—บ๐—ฒ๐—ป๐˜ ๐—ฅ๐—ฎ๐—ฐ๐—ฒ ๐—˜๐˜ƒ๐—ฒ๐—ป๐˜๐˜€ ๐Ÿ โ€ข Compete in teams of three. โ€ข Spend flags to roll dice and earn points. โ€ข Rewards for laps and placement. โ€ข Medals from three tournaments decide the winner. ๐Ÿฑ. ๐—ง๐—ฟ๐—ฒ๐—ฎ๐˜€๐˜‚๐—ฟ๐—ฒ ๐—›๐˜‚๐—ป๐˜ ๐Ÿ’Ž โ€ข Tap squares to find hidden treasures. โ€ข Each tap costs a […]

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How to Spot a successful Hybrid Casual Game?

How to Spot a successful Hybrid Casual Game?Is it the IAP or the downloads? Answer is surprising: You simply can never be sure. (Why? on PS)Yet you can get PRETTY close.and trust me, you want to get close. Here is my theory:Letโ€™s take puzzles: you are looking for stability.Track the RETENTION. Like day 60+.How do you find that?Well check out the downloads and Revenue.Revenue that starts piling up after 60 days.Cause, thats gonna be almost 100% IAP.Therefore, your IAP Rev chart is actually yourLONG TERM retention. like d60-d180For education purposes, I used 2022-2023-2024.Numbers wonโ€™t matter cause these are Top ones.When you spot a game scaling for a year,And THEN getting IAP, again for a long period.Congrats. You got yourself a fantastic game. ๐Ÿฆ„ To measure this accurately, you gonna need toSet up your custom dashboards on AppMagicCheck it out once […]

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