~/talk

Keep on Slicing - A Publishing Case Study

Talkat Pocket Gamer Connects Digital #2 · 2020-06-08..06-12· [game-development]
links:none on file
slides:none on file

Game launches from pitch to second iteration and ARPU test in three weeks, hits 42 million downloads in under two months, and validates UA with a soft‑launch CPI of $0.11 on US iOS. Initial ad creative tests use real‑life ASMR videos, then scale with mixed gameplay+real footage; level churn averages under 5% and early day‑one retention peaks near 62% for core adopters. Live ops ship weekly A/B tests, add challenges and meta, and judge success by LTV vs CPI.

AI-written summary · about

  1. 0:00ASMR Slicing case study intro
  2. 1:38What is ASMR Slicing
  3. 4:48Target audience appeal
  4. 7:38User acquisition process
  5. 11:08Scaling strategy
  6. 13:57Development timeline
  7. 17:12Analytics improvements
  8. 19:19Soft vs worldwide launch
  9. 23:20ASMR Slicing lessons
  10. 24:48Player engagement strategies
  11. 27:17CPI benchmarks insights
  12. 31:28Balancing CPI LTV creative
  13. 33:15Retention metrics
  14. 35:03LiveOps importance
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