Instant Games - The Good, the Bad and the Future
summary
Survey of instant games claims faster, cheaper user acquisition than the App Store but lower retention unless social hooks and platform APIs are used; friend referrals and a short ad-to-play funnel drive growth. Examples: OMG reaches 100 million users in less than a month and Ludo succeeds with ~15 minute session length. Tech choices include Pixi engine with custom editor and Spine animations and Amazon back ends. Loading size, opt‑in bot messages and platform curation determine which games actually perform.
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chapters (7)
- 0:00Start
- 6:15Voluntary Shareability
- 6:47Multiplayer
- 8:44Download Size
- 10:09Lack of Market Data
- 13:28Twitch
- 14:02Viber
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