10 Rules For Business In Mobile Games
summary
Presents concrete rules: prioritize retention over monetization, tighten the first-week funnel (tiny UX tweaks lift day‑7 which compounds later) and target day 30 retention ~4% as the success metric; Home Designer Blast drives revenue via IAP tiers where a few $100 buyers equal many $2.99 buyers, use scarcity timers and loyalty points; run 60–75 levels every two weeks plus weekly live ops and contests; design 30–45 minute first sessions, show 5–6 ads/session with 70% ad revenue from rewarded videos, interstitials only after wins and skippable.
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chapters (20)
- 0:00Start
- 1:02Introduction
- 3:44Retention
- 5:07Day Thirty Retention
- 7:35In-App Purchase Design
- 10:48Idle Binder Tycoon
- 15:56To Update Often and Stay Active
- 16:17Weekly Events
- 17:08Clash Royale
- 22:14Audience Expectations
- 24:54Community Growth
- 27:04Overview
- 27:46Is There an Increasing Market for Virtual Escape Rooms
- 28:56What Advice Would You Give to a Developer Who's Trying To Get a Publisher for Their First Game
- 30:17Are There any Stats on Puzzle Games Not Based on Mobile like Pc and Console
- 33:44Art Style and Theme
- 37:45A Free To Play Mobile Puzzle Game What Should Be the Target Length of Gameplay at Launch
- 42:48Budgeting
- 44:24Can I Rely on a Third Party for Aso
- 45:21The Perfect Email Pitch
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