~/talk

10 Rules For Business In Mobile Games

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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.

AI-written summary · about

  1. 0:00Start
  2. 1:02Introduction
  3. 3:44Retention
  4. 5:07Day Thirty Retention
  5. 7:35In-App Purchase Design
  6. 10:48Idle Binder Tycoon
  7. 15:56To Update Often and Stay Active
  8. 16:17Weekly Events
  9. 17:08Clash Royale
  10. 22:14Audience Expectations
  11. 24:54Community Growth
  12. 27:04Overview
  13. 27:46Is There an Increasing Market for Virtual Escape Rooms
  14. 28:56What Advice Would You Give to a Developer Who's Trying To Get a Publisher for Their First Game
  15. 30:17Are There any Stats on Puzzle Games Not Based on Mobile like Pc and Console
  16. 33:44Art Style and Theme
  17. 37:45A Free To Play Mobile Puzzle Game What Should Be the Target Length of Gameplay at Launch
  18. 42:48Budgeting
  19. 44:24Can I Rely on a Third Party for Aso
  20. 45:21The Perfect Email Pitch
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