
Shanal
@theshanal
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Building Mobile Games | 7 Million Downloads
⬇️: 🟩🟩🟩🟩🟩🟩🟩⬜⬜⬜10M
Joined March 2010
The hit rate in mobile games is under 1%, so studios test hundreds of prototypes to launch a single profitable game. Game studios track key metrics to quickly decide whether to iterate on a game or to kill it and start a new one.
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ANNOUNCEMENT: Hampton's launching chapters and IRL core groups for internet founders in: Atlanta, Austin, Boston, Chicago, Dallas, Denver, London, Los Angeles, Miami, New York City, San Francisco, Toronto, and Vancouver. Backstory: When we started Hampton, we ran Core
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At Calcey, we have a dedicated AI solutions and R&D unit to experiment and build with AI, especially for enterprise level use cases. And this is one of the shiny new things to come out of our stable: A business analytics tool which is powered by natural language processing and
Business reporting at enterprise level has always been a headache. But what if AI could make things significantly easier and more efficient? Better yet, what if you could ask for information so easily that you won't have to look at a spreadsheet ever again! Curious? Well, you
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A strong case why games are better than other forms of entertainment! For kids & adults both! @elonmusk would strongly agree :)
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Just as sports are training for physical combat, video games are training for intellectual combat.
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According to this definition, most of our mobile games could also be considered cash grabs. We typically show a 5 to 15 second ad every 30 to 90 seconds of gameplay, with a one-time $3 payment to remove ads. Learning from MKBHD and Duolingo, we should reduce the ads :)
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Same applies for influencer marketing! :) More on metrics & iterative testing: https://t.co/mabIHITWjk
The hit rate in mobile games is under 1%, so studios test hundreds of prototypes to launch a single profitable game. Game studios track key metrics to quickly decide whether to iterate on a game or to kill it and start a new one.
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When you are doing paid marketing, you should 1st iterate on the product & test each version (using small 500$ fb campaigns) until the LTV by Day30 or Day120 is significantly higher than the UA spend Then only you should spend 10,000$+ per day to scale to millions of users
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Building in public is great, but DONT do this when you have too many followers For your prototype V1, you only need 100 users per day for 5 days to assess your metrics (onboarding, retention, time spent, LTV etc.) Keep testing until the product is good, then launch in public!
Part of building in public is getting mass feedback immediately, which is pretty dope. Almost exactly like publishing a YouTube video First thing we're doing is fixing the excessive data disclosures, as people rightfully brought up. For transparency, we'd never actually ask for
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Ok, wow, I'm really impressed and I've spent the whole morning looking into this space and the game itself. So it does look like there is this one Italian guy who started to create a mobile game portfolio in 2017 and now his games are getting millions of downloads A DAY. His
Had a nice convo with Filip on why it's better to create a great product to get more visibility than to try game the algorithms... But there are always exceptions😅 Since July over 1M+ downloads per day making 550k$ per day just off ads without a single paid UA campaign
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Had a nice convo with Filip on why it's better to create a great product to get more visibility than to try game the algorithms... But there are always exceptions😅 Since July over 1M+ downloads per day making 550k$ per day just off ads without a single paid UA campaign
I think people overthink ASO. The algorithm aims to provide the best possible app for a given search term. So that's the way you should think if you want to take over top positions on the app stores -- provide the best possible app for users so they don't want to go to your
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"Phone Unlock" - a game we developed inspired by #Wordle Everyone can have fun solving these puzzles, regardless of whether they enjoy word games or speak English! #screenshotsaturday
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How it started:
@filippkowalski Long story 😅 - created small games since I was like 12 - didnt knw u can make a career in game dev, went to medical college - during the 5th year there was a local comic con where local game companies showcased their games. I got a booth & showcased mine.
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