Category
Game Deconstructions
#Game Deconstructions
If Vainglory Doesnโt Make it, No One Will
In short: Vainglory is without a doubt the best MOBA that has been made for touch screen devices. Itโs a giant fish in a very small pond that is the MOBA category on touchscreen devices. If the pond grows into an ocean, itโs only because of this game. Super Evil Megacorpโs (SEM) Vainglory is easily the most hyped mobile game of 2014 โ and for a very good reason. Vainglory delivers a true multiplayer online battle arena (MOBA) with unseen graphics and a game engine that can run this piece of art at a massive worldwide scale on touchscreens. Vainglory is MOBA on mobile, not MOBA for mobile. It stays true to the genre with a large enough map, multi-dimensional champions, complex item strategies and long game sessions. In fact, the only casual part about this game is that itโs...
#Ads & Monetization
Soft Touches on Clash of Clans Monetization
Iโve met a lot of fellow free-to-play-game developers recently and talking about games always eventually turns to monetization. Talking about monetization inevitably turns to the big successes in the market, including Clash of Clans. I love Clashโs monetization design, as itโs very simple to understand from the playerโs perspective. It doesnโt enforce payment at any point and itโs extremely clever in some of the subtle details that I think are driving the urge to spend money. Here are a few of the details I canโt remember reading about and which people sometimes donโt think are as obvious as I thought they were: First purchase value proposition Every single player Iโve talked to, purchases an additional builder as the first purchase. Builders are a massively constrained resource in the game and vital for the game pacing once youโve built the first...
#Game Deconstructions
Zombies Donโt Touch Me: Runner Under the Microscope
The reviews saga continues with Yaniv Nizan's analysis of Zombies Don't Touch Me.
#Ads & Monetization
Monetizing Puzzle Games: Box It Game Review
Yaniv Nizan talks about the monetisation model of his latest favourite puzzle game.
#Game Deconstructions
3 Things Mobile Game Developers Can Learn From Candy Crush
Candy Crush Saga is not only a game of addiction, but one which also constantly has a lot of life lessons to teach game developers everywhere. Kelly Clay, Digital Communications Strategist at HasOffers, points out some of the teachings you shouldn't miss in Candy Crush.
#Game Deconstructions
Flying Monkey Interactive on Strangelings
What can possibly be the connection between GameAnalytics and genetics? Read our interview with Flying Monkey Interactive, one of our most successful customers, to find out .
#Game Deconstructions
Whitaker Trebella on Pivvot
Minimalist yet intense, Pivvot was listed as one of the top 100 apps in over 140 countries and even managed to reach second rank in the US app store. We thus decided to catch up with its creator, Whitaker Trebella, to chat about the challenges of indie game development and how GameAnalytics helped him understand Pivvot better after launch.
#Game Deconstructions
How Puzzle & Dragons Does it
In this post Michail analyses the mixed success of Puzzle & Dragons, Japan's top grossing free-to-play mobile game, on the Oriental and American market.
#Data & Analytics
How Criminal Case drives growth
Criminal Case is one of the best Facebook games in terms of growth. In this case study Michail Katkoff explains how a hidden object game can drive growth through rounded game mechanics.
#ASO
A Guide to the Top Grossing Games on the AppStore (Part 3)
In Part Three of the article we reach a well deserved conclusion upon the Top Grossing Games in the App store, as well as reveal which is the final dominating game type.
#ASO
A Guide to the Top Grossing Games on the AppStore (Part 2)
In Part Two of the article we delve deeper into the top grossing chart, only to find out that gambling, quite an old "sport", dominates the mobile app world as it does with everything else.
#Game Deconstructions
Behind the Success of Hay Day
In this guest post, Michail Katkoff combines his game analytics wisdom with the hands-on experience of Timur Haussila, Product Lead at Supercell, to tell you the story of the studio's game Hay Day, from the very first idea to launch. Read on to see the results of this uncanny balet of ideas.
#Ads & Monetization
How Rage of Bahamut Monetizes
This third post from Michail Katkoff, game analytics expert and friend of GameAnalytics, puts the spotlight on Rage of Bahmut - a game of contrasts. Michail explains how this game can effectively monetize players, while otherwise being bland, annoying and lacking polish.