From Head Ball 1 to Head Ball 2: How it Became a Multi-million Dollar Game
summary
Head Ball 1 reaches 40 million lifetime installs with ~1M DAU and ~70% organic but suffers very low LTV; Head Ball 2 swaps direct purchase for gacha card packs plus character upgrades, skins and skill slots, builds an in-house LiveOps system with advanced segmentation and personalization, and uses Amplitude + Tableau for analytics. Segmented/personalized events lift matches per day ~30–35%, installs grow to ~55M, and the title achieves a 5x LTV increase, enabling seven‑figure monthly UA spend.
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chapters (21)
- 0:00Intro
- 1:23Who am I
- 3:02What is Head Ball
- 4:19Head Ball 1
- 5:07Head Ball 2
- 6:03How to Increase LTV
- 6:42Head Ball Core Loop
- 7:50Head Ball 1 Changes
- 8:54Head Ball 2 Changes
- 10:03Upgrade System
- 11:09LiveOps
- 13:59Game Context Updates
- 15:33Config Updates
- 16:21Limited Time Events
- 17:06Weekend Events
- 17:34Personalization and Segmentation
- 18:58Store Merchandising
- 20:48Big Data
- 21:38Product Team
- 22:14What Did We Achieve
- 23:36Summary
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