Category
Game Deconstructions
#Game Deconstructions
The Hyspherical 2 Hype: The secrets behind Monkeybin’s App Store success
Monkeybin is a very special and, some might argue, very lucky studio. While some developers spend the best part of their lives trying to launch a hit game worldwide, the Oslo-based outfit – which only made its debut in 2010 – has managed to see both releases of the timing-based puzzler Hyspherical, and the Runway refined follow up Hyspherical 2, smash the app store charts this month, with the latter achieving Top 10 in the US App Store Free Games chart last week. Downloads for the successor have been through the roof, over 900,000 installs in its first 10 days, no doubt thanks in part to Apple’s decision to push the game in key territories, though the very fact its been promoted by the Cupertino giant in such a manner not only signals success for Monkeybin, but also stands as an example...
#Game Deconstructions
Building an Empire: The story of Runway’s journey with Kingdom Clicker
It stands to reason that, long before we decided to reveal Runway to the world, we’d already begun the process of picking out partners to work with and – in the case of Kingdom Clicker from Black Bears Games – set in motion our plan of action for giving an indie game the boost it needs to take off. You don’t need us to tell you that, pre Kingdom Clicker, the actual business of publishing a game was new to us here at GameAnalytics. What gave us confidence, however, was our base in analytics. Ever since we entered the mobile analytics scene, we’ve been sure that our grasp on game data was the best in the business, and given that our offer to indies is focused on opening up soft launches to them and trawling over the data they deliver...
#Game Deconstructions
If Vainglory Doesn’t Make it, No One Will
In short: Vainglory is without a doubt the best MOBA that has been made for touch screen devices. It’s a giant fish in a very small pond that is the MOBA category on touchscreen devices. If the pond grows into an ocean, it’s only because of this game. Super Evil Megacorp’s (SEM) Vainglory is easily the most hyped mobile game of 2014 – 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 it’s...
#Ads & Monetization
Soft Touches on Clash of Clans Monetization
I’ve 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 Clash’s monetization design, as it’s very simple to understand from the player’s perspective. It doesn’t enforce payment at any point and it’s 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 can’t remember reading about and which people sometimes don’t think are as obvious as I thought they were: First purchase value proposition Every single player I’ve 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 you’ve built the first...
#Game Deconstructions
Zombies Don’t 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.