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Don’t nag me #f2ptoolbox
The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: don’t push me to spend money in your game before I’m ready. For a...
- Posted 10 years ago
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How to make up to 30,000 USD from a HTML5 game
This is a guest post from Alexander Krug of Softgames Consdiering the massive amount of available apps, and the minimal impact achieved by most new releases, it’s clear that the AppStores are today a saturated market. Climbing to the...
- Posted 10 years ago
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“The platform itself doesn’t have any value” – why games were crucial to GREE’s success
Zoya Street interviewed Eiji Araki, Vice President of social games at GREE, as part of his research for the book on the history of mobile games that he is currently crowdfunding. In this extract from that interview,...
- Posted 10 years ago
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Show me my friends #f2ptoolbox
The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: make sure I feel like I’m with friends when I’m playing your game. For...
- Posted 10 years ago
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The First 48 Hours: How to know NOW if you’ve got a hit or are DOA
A guest post from Jon Walsh of Fuse Powered based on a talk given at Casual Connect Although the common consensus is that you should collect metrics for at least 30 days before drawing any major conclusions...
- Posted 10 years ago
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Slingo’s 19-year history shows how casual game design has developed
Deputy Editor Zoya Street demoed the latest version of Slingo at Casual Connect last week, and decided to learn more about this casual classic’s infernal history. I’m told that Slingo began as the basement project of a...
- Posted 10 years ago
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Leaderboards: the original social feature
This is a guest post from John Griffin, crossposted on his Gamesparks blog Leaderboards are probably the oldest social feature used in games and are used to increase the level of competition amongst players by ranking them...
- Posted 10 years ago