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4 Phases to Create a Hit Mobile Game

Anton Slashcev

๐Ÿญ. ๐—ก๐—ฎ๐—ถ๐—น ๐—–๐—ผ๐—ฟ๐—ฒ ๐—š๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜† ๐ŸŽฎ
โ€ข Start with one crystal-clear fantasy.
โ€ข Create one sticky, repeatable loop.
โ€ข Test for fun in the first 60 seconds.
โ€ข Watch players test and fix confusion.
โ€ข Double down when “one more run” happens.

๐Ÿฎ. ๐—•๐˜‚๐—ถ๐—น๐—ฑ ๐—ฃ๐—ฟ๐—ผ๐—ด๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป ๐Ÿ“ˆ
โ€ข Design clear progression ladders.
โ€ข (e.g., levels, collections, mastery)
โ€ข Create a balanced economy skeleton.
โ€ข Implement appointment mechanics.
โ€ข Price the journey, not the item.

๐Ÿฏ. ๐— ๐—ผ๐—ป๐—ฒ๐˜๐—ถ๐˜‡๐—ฒ ๐—ฆ๐—บ๐—ฎ๐—ฟ๐˜๐—น๐˜† ๐Ÿ’ฐ
โ€ข Prioritize player-first economics.
โ€ข Design clear IAP and Ad systems.
โ€ข Focus on rewarded ads over interstitial.
โ€ข Segment players by intent.
โ€ข Relentlessly experiment with pricing.

๐Ÿฐ. ๐—ฅ๐˜‚๐—ป ๐—Ÿ๐—ถ๐˜ƒ๐—ฒ๐—ข๐—ฝ๐˜€ ๐Ÿ—“๏ธ
โ€ข Plan a 90-day content calendar.
โ€ข Mix in events, seasons, and themes.
โ€ข Combine competitive & cooperative pillars.
โ€ข Be transparent with your community.
โ€ข Track key KPIs like D7, ARPDAU, eCPM.

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