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Iterate or Kill Your Game?

Anton Slashcev

A framework for making tough decisions on your game project.

๐Ÿญ. ๐—ง๐—ต๐—ฒ ๐——๐—ฒ๐—ฐ๐—ถ๐˜€๐—ถ๐—ผ๐—ป ๐—š๐—ฎ๐˜๐—ฒ
โ€ข Iterate when the core loop works, but KPIs miss the mark.
โ€ข Pivot with a mechanic or audience mismatch.
โ€ข Only if market fit still seems plausible.
โ€ข Kill if fun, retention, and monetization are all flat.
โ€ข This is after multiple repeated tests.

๐Ÿฎ. ๐—ง๐—ต๐—ฒ ๐——๐—ฒ๐—ฐ๐—ถ๐˜€๐—ถ๐—ผ๐—ป ๐—Ÿ๐—ผ๐—ผ๐—ฝ ๐Ÿ”„
โ€ข Capture: Ship your build, then log every single KPI.
โ€ข Analyze: Compare your metrics vs. market benchmarks.
โ€ข Hypothesize: Create one clear, testable fix per pain point.
โ€ข Execute: Run the test and get fresh data.
โ€ข Commit: Choose to Iterate, Pivot, or Kill based on evidence.

๐Ÿฏ. ๐—ง๐—ต๐—ฒ ๐—ง๐—ฟ๐—ฎ๐—ณ๐—ณ๐—ถ๐—ฐ-๐—Ÿ๐—ถ๐—ด๐—ต๐˜ ๐—š๐˜‚๐—ถ๐—ฑ๐—ฒ ๐Ÿšฆ
โ€ข Green (Iterate): KPIs are steady, team energy is high.
โ€ข D1 > 35%, D7 > 10%.
โ€ข Yellow (Pivot): KPIs are mixed, team energy is medium.
โ€ข D1 > 30%, D7 > 7%.
โ€ข Red (Kill): KPIs are flat, team energy is low.
โ€ข D1 < 30%, D7 < 5%.

๐Ÿฐ. ๐—™๐—ฎ๐˜€๐˜ ๐—˜๐˜ƒ๐—ถ๐—ฑ๐—ฒ๐—ป๐—ฐ๐—ฒ ๐—–๐—ต๐—ฒ๐—ฐ๐—ธ๐—น๐—ถ๐˜€๐˜ โœ…
โ€ข Is D1/D7 retention over 35% / 15%?
โ€ข Is average session length growing week-on-week?
โ€ข Does LTV beat CPI within 30-90 days?
โ€ข Do >70% of testers describe a clear “fun moment”?

๐Ÿฑ. ๐—ž๐—ฒ๐˜† ๐—ค๐˜‚๐—ฒ๐˜€๐˜๐—ถ๐—ผ๐—ป๐˜€ ๐˜๐—ผ ๐—”๐˜€๐—ธ ๐—ฌ๐—ผ๐˜‚๐—ฟ๐˜€๐—ฒ๐—น๐—ณ โ“
โ€ข What single change could 10x the โ€˜aha!โ€™ moment?
โ€ข Are we chasing sunk cost or genuine potential?
โ€ข Is our core loop sticky enough to retain players?
โ€ข Do we have the runway to test more hypotheses?

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