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Match-3 Level Design Principles

If you are reading this article, you likely have experience creating match-3 levels, or perhaps you are just starting your journey, or simply trying to understand how it works. I will try to make it interesting for everyone. It's important to note that evaluating a level as 'good' or 'bad' is subjective. It depends on the experience and mood of the evaluator. So, don't be surprised if some people think your work is good while others think it's bad – it's normal to have diametrically opposed opinions. Let's compare this process to evaluating a painting. I'll take a simplified example: Is Malevich's Black Square a good painting or a bad one? And would a level for Royal Match be good for Gardenscapes? The Plan How are levels typically created for games, like platformers or 3D shooters? They start with a […]

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Screwdom: Top Grossing Game In Screw Puzzle Genre

Screwdom — The Top Grossing Game In The Screw Puzzle Genre 🔥 In our new Hybridcasual report for Q1 2025, we shared that Puzzle games are dominating the market, with Screw Puzzles accounting for 20% of total Hypercasual Puzzles IAP Revenue 🧩Screwdom is already leading the subgenre — and this is just the beginning. In April 2025 alone, it earned $6.7M — almost twice as much as in Q1 2025 🚀Part of the success goes to iKame Global experience — they already have 9 Screw Puzzle titles in their portfolio 👑But what truly sets Screwdom apart is its leap from 2D to 3D. This shift makes gameplay more tactile and challenging — rotating the camera adds spatial depth, making every move count 🔩

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First 30 Days Checklist for Mobile Games

The first 30 days as a mobile game producer can make or break your impact. 𝗗𝗮𝘆 𝟭: 𝗦𝗲𝘁𝘂𝗽 & 𝗚𝗮𝗺𝗲 𝗔𝘀𝘀𝗲𝘀𝘀𝗺𝗲𝗻𝘁• Get access to key tools: Jira, Slack, Confluence, Analytics• Play the game to understand gameplay, meta, and monetization• Meet the team, review roadmap, backlog, and deadlines𝗗𝗮𝘆𝘀 𝟮–𝟯: 𝗨𝗻𝗱𝗲𝗿𝘀𝘁𝗮𝗻𝗱 𝘁𝗵𝗲 𝗣𝗿𝗼𝗱𝘂𝗰𝘁 & 𝗣𝗲𝗼𝗽𝗹𝗲• Analyze retention, playtime, churn, ARPU, LTV, CPI• Study A/B test results and competitor benchmarks• Read player reviews and feedback• Map the workflow: sprint cycles, daily standups, Live Ops• Identify early wins for quick impact𝗙𝗶𝗿𝘀𝘁 𝟳 𝗗𝗮𝘆𝘀: 𝗧𝗲𝗮𝗺 𝗔𝗹𝗶𝗴𝗻𝗺𝗲𝗻𝘁 & 𝗦𝘁𝗿𝗮𝘁𝗲𝗴𝘆• Review the content pipeline and Live Ops setup• Spot inefficiencies and improve communication• Learn dashboards and tracking tools• Use data to validate decisions• Start forming hypotheses around pricing, retention, engagement𝗙𝗶𝗿𝘀𝘁 𝟭𝟰 𝗗𝗮𝘆𝘀: 𝗥𝗼𝗮𝗱𝗺𝗮𝗽 & 𝗘𝘅𝗲𝗰𝘂𝘁𝗶𝗼𝗻• Align on vision and KPIs with stakeholders• Define focus areas and improvement […]

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Automatic difficulty adjustment in Match3 levels

Hello! My name is Anton, and I am a game designer and match3 level designer. I've been working on match3 games for over 15 years (am I considered a veteran yet? :)), participated in the creation of new games, and joined projects at various stages of their life cycle. I've accumulated a lot of experience and have some free time, so I want to start a series of articles where I will share useful information. The first topic I'd like to cover is the use of automatic difficulty adjustment in match3 levels. When we play cool (successful) match3 projects, we often encounter a situation where you can't pass a certain level for a long time, everyone remembers level 65 in Candy Crush, right? Candy Crush 65 level (old) But after a few days, or sessions, for example, you spent 5 […]

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New Hybrid: Kingdom Life by SuperSonic

NEW HYBRID IS COMING? ”KINGDOM LIFE” BY SUPERSONIC & MOOD GAMES Supersonic from Unity 🇮🇱 has released yet another promising casual hybrid title.Developed by Turkish game studio Mood Games 🇹🇷, “Kingdom Life” is a life simulator that cleverly mixes two other successful life simulators from Supersonic, “Family Life” (31MM down.) and “Conquer Countries” (16MM down.).From “Family Life”, “Kingdom Life ” takes the gameplay based on the growth of a family from its family tree. 👨‍👩‍👧‍👧After acquiring 15k coins, “Kingdom Life” unlocks the map mode, which the player can use to conquer territories, similar to “Conquer Countries”. 🗺️The tie-in between the two gameplays is well done through the game's medieval-themed narrative, inserting the player into a story typical of a royal court series. 👑I enjoyed it! 🤩

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Top Grossing Hybridcasual Games

If you take the entertainment industry seriously, you get results.These 10 games are a living proof of that. Top 10l titles brought $87M in IAP! If you are still struggling to understandWhat a hybrid casual is and is not,You are not alone.However, you will be left behind If you don't improve your understanding.Your time is valuable, use it wisely.Cheers!PS: Also, on the PC side of things, GTA is delayed. and I TOLD YOU SO! ugh.

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Top 10 Hybridcasual Games

TOP 10 HYBRID CASUAL# 4 WEEK, APRIL, 2025 This post is special to me. 🥰I've been following the hyper casual market closely for over five years.One of my first editorial lines on LinkedIn was the list of the top 10 hyper casual games by downloads. 🔝🔟However, the industry has changed a lot since then. 🤯Today, we live in the Age of the Hybrid Casual.The ecosystem of big publishers and hundreds of small and medium-sized developers has changed.The new titles have more depth, pursuing IAP revenue. 💰This was unthinkable in the Golden Age of Hyper Casual.For comparison, one of the biggest hyper casual hits, Voodoo's “Helix Jump”, made just $2.8MM in IAP revenue from over 520MM cumulative downloads.That's why I'm returning to my top 10 list, but with hybrid casual titles and organized by revenue.I believe the hybrid casual industry is […]

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Reusing Meta-Game Mechanics in Mobile Games

In mobile game development, innovation often gets all the spotlight. But the reality behind many long-lasting hits is actually smart reuse of proven meta systems. Today, major publishers know: Once you find a meta structure that drives retention, monetization, and progression, you don’t reinvent the wheel — you copy the pattern and layer it onto new core gameplays. And it works. Let’s explore how an intelligent approach to reusing meta-game features can build sustainable pipelines of successful games. Why Meta Systems Are Core-Independent Your core gameplay can vary dramatically — match-3, merge-2, arcade runners, word puzzles, roguelike shooters — but the meta layer often follows a familiar, proven blueprint. Think about it: Players expect progression beyond the core loop.Players enjoy collection and upgrading.Players respond well to limited-time challenges.Players feel motivated by events, ladders, seasons. That’s why publishers increasingly treat meta-systems […]

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Hidden Data Patterns in Games

Why does data driven decisions scale the games? 12 most under valued game design patterns product managers often oversee. I have shipped many games, but,Publishing games wont teach you well.Twisting things based on data given will...Bad Pricing: Store visits ≠ purchases. 🛒Negative ROAS Loop: UA costs > LTV. 💀Early Churn: Tutorial done? Day 1 quits. 😤Snackable Gameplay: Many tiny sessions = 🍪Player Stickiness: Long play = loyal players. ⏳Monetization Peak: DAU up, revenue stuck . 📊Low Replay Value: Levels beat, game deleted. 🎮Social Stickiness: Social features = RET boost. 🤝Fatigue Loop: Long sessions, but players vanish.❌Overmonetization: Too many ads, retention dies. 📉Monetization Imbalance: Good IAPs, weak ARPU. 💸Poor Gameplay Loop: Fast progress, 0 stickiness. 🏃

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The Power of Partnership: Mobile Gaming Collaborations

Welcome back to The Power of Partnership, where we explore the boldest and most imaginative collaborations in mobile gaming. In this edition, we’re spotlighting IP crossovers that range from viral meme madness and anime legends to sustainability-driven challenges that plant real trees. Whether it’s the world of Naruto arriving in Mobile Legends or Skibidi Toiletsinvading Stumble Guys, one thing’s clear—brand partnerships are getting bigger, bolder, and more meaningful than ever. Let’s dive into the latest round of collabs that are shaping how players engage with their favorite games and franchises. MONOPOLY GO! x Star Wars From May 1 to July 2, MONOPOLY GO! takes a leap to a galaxy far, far away in an epic collaboration with Star Wars. This limited-time event transforms the familiar MONOPOLY GO! universe into a sci-fi playground filled with iconic characters, cosmic challenges, and nostalgic […]

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Fantastic Live Ops 4

These 3 Games are not ordinary games, they are FANTASTIC live ops chosen by 3 FANTASTIC professionals. Live Ops is an art form itself.Experience meets creativity and data.Passion drives growth, Opportunities follow.Take a deeper look at these 3 mobile games,They show a great potential meets its rewards.Jakub Remiar John Wright Carlos PereiraCheers!

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Genesis Tech portfolio of Apps is doing $35M a month

Genesis Tech's portfolio of Apps is doing $35 Mil. 🤑 a month in revenue and hardly nobody know who they are 😅. So what are we talking about in this episode? This is an non-gaming app publisher holding company that is co-founding startups and giving them its expertise in marketing, analytics and user acquisition, so product people can focus solely on their product. Sounds familiar? Yes, this is exactly the model of big Hyper-casual publishers such as Voodoo, SayGames or Rollic. Because you aggregate all the learnings 💡 within the holding company, it can then easily redistribute them among its new entrants into the portfolio, giving them a head start in the market. This is not working anymore within the game industry as all the giants shifted towards Hybrid Casual, but it seems the Apps market is having a great […]

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