finger portrait mode show level progress Skills: no brain effort/no commitment Pick & play but hard to master Session time: Short; avg. 30-60 sec. till 2 minutes Waiting / bus / queue Experience: lightweight / minimum UI Instant satisfaction Business model: Free to play Rewarded video ads to revive (watch to keep going) Banners & interstitials IAPs to remove ads Mass market potential: Big audience (youngsters, mids, old), appeal to many not niche Describable in 20-30 sec video (use it for testing) Easy to understand / No tutorial Minimum on-boarding
using spreadsheet - what qualities do they have: - Average time or length of the session - Online / offline - Single/Multiplayer - Core mechanic description - Goal (=finish all levels) /Fail (=hit obstacle/wall/…) - Special (=unlock balls & platform skins for coins,...) - Improvement suggestions - Review Top Chart games (what works what doesn’t) - Check App Store game recommendations
• Avoid flying blocks Kitty Jump • Swipe and release to shoot • Aim for the box Keep Turning • Tap to run • Avoid falling down Tap Dunk • Tap to bounce • Hit the basket Rollercoaster Dash • Tap and hold to accelerate • Release to fly higher
a core mechanic’s fun factor • Without great gameplay, there is no use for more sophisticated features Working prototype Finished game with only core features Launch Finding fun Update 1: additional features Next updates and so on Leave it Performing well? Y N Well performing
>= 40% ◦ D7 >= 14% • CPI ◦ CPI <= $0.50 • % of DAU watching video ads ◦ If low then improve your implementation (correct your message, change reward value, not interrupt gameplay,…) ◦ From Unity ads - (20% have up to 20%, 51% have 20%-50%, 27% have 50%-80%, successful games have 45%+) • Ads per watcher ◦ Try to improve from 1 to 2-3+ to increase revenue ◦ From Unity ads - on average 2.7; most successful games try to achieve 3-4 Unity Ads, https://www.youtube.com/watch?v=3bwTPzdtGtk