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Anton Slashcev

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30 small game changes = BIG impact

30 small game changes = BIG impact ๐Ÿค‘ Based on the Playliner research, here are the most popular changes forย increasing LTV::---Balance fixes โš–๏ธ 1. Tune enemy strength & level difficulty to keep it challenging, not frustrating. 2. Adjust economy: resource generation, item pricing, and currency balance. 3. Balance characters & items: prevent overpowered builds, tweak rarity drops.---Better UI/UX ๐ŸŽจ 4. Rearrange UI for clarity, improve icons & colors. 5. Simplify menus, improve onboarding with better tutorials. 6. Add satisfying visual/audio feedback & better error handling.---Smooth progression ๐ŸŽฎ 7. Adjust level pacing for better flow. 8. Introduce new mechanics gradually to keep it fresh. 9. Balance XP & rewards to maintain motivation.---Monetization tweaks ๐Ÿ’ฐ 10. Test IAP pricing & bundle values. 11. Fine-tune ad rewards & special offers. 12. Balance earning vs. spending virtual currency.---Content polish โœจ 13. Speed up VFX […]

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How diversified are the largest game publishers?

How diversified are the largest game publishers? Hereโ€™s a breakdown:๐Ÿญ. ๐—ง๐—ฒ๐—ป๐—ฐ๐—ฒ๐—ป๐˜ โ€“ $๐Ÿฒ๐Ÿญ๐Ÿฌ๐—  ๐˜๐—ผ๐˜๐—ฎ๐—น ๐—บ๐—ผ๐—ป๐˜๐—ต๐—น๐˜† ๐—ฟ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ โ€ข Honor of Kings โ€“ 30.8% โ€ข PUBG Mobile โ€“ 19.4% โ€ข Other games โ€“ 49.9% โ€ข Tencent keeps things balanced, with almost half its revenue coming from a broad portfolio.๐Ÿฎ. ๐—ก๐—ฒ๐˜๐—˜๐—ฎ๐˜€๐—ฒ โ€“ $๐Ÿญ๐Ÿฒ๐Ÿต๐—  ๐˜๐—ผ๐˜๐—ฎ๐—น ๐—บ๐—ผ๐—ป๐˜๐—ต๐—น๐˜† ๐—ฟ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ โ€ข Identity V โ€“ 15.7% โ€ข Onmyoji Arena โ€“ 12.4% โ€ข Other games โ€“ 72% โ€ข NetEase shows solid diversification ๐Ÿฏ. ๐—ฃ๐—น๐—ฎ๐˜†๐—ฟ๐—ถ๐˜… โ€“ $๐Ÿญ๐Ÿฎ๐Ÿด๐—  ๐˜๐—ผ๐˜๐—ฎ๐—น ๐—บ๐—ผ๐—ป๐˜๐—ต๐—น๐˜† ๐—ฟ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ โ€ข Gardenscapes โ€“ 27.1% โ€ข Township โ€“ 22.4% โ€ข Homescapes โ€“ 21.4% โ€ข A more even spread across its popular franchises.๐Ÿฐ. ๐—ฆ๐—ฐ๐—ผ๐—ฝ๐—ฒ๐—น๐˜† โ€“ $๐Ÿญ๐Ÿญ๐Ÿฑ๐—  ๐˜๐—ผ๐˜๐—ฎ๐—น ๐—บ๐—ผ๐—ป๐˜๐—ต๐—น๐˜† ๐—ฟ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ โ€ข Monopoly Go! โ€“ 73.9% โ€ข Marvel Strike Force โ€“ 5.9% โ€ข Other games โ€“ 20.2% โ€ข Scopelyโ€™s strategy revolves around a single blockbusterโ€”Monopoly Go!.๐Ÿฑ. ๐—ž๐—ถ๐—ป๐—ด โ€“ $๐Ÿญ๐Ÿญ๐Ÿญ๐—  ๐˜๐—ผ๐˜๐—ฎ๐—น ๐—บ๐—ผ๐—ป๐˜๐—ต๐—น๐˜† ๐—ฟ๐—ฒ๐˜ƒ๐—ฒ๐—ป๐˜‚๐—ฒ โ€ข Candy […]

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20 Lessons From Running a Game Studio

20 Lessons From Running a Game Studio Here's what Mykola and I learned after years of running game studios:1. Focus beats headcount โ†ณ A small, sharp team > a large, distracted one.2. Passion drives the business, but discipline sustains it โ†ณ Passion starts things, but discipline keeps them running.3. Something will always go wrong โ†ณ Plans fail. Adapt quickly and keep moving forward.4. Build a culture, not just games โ†ณ Strong culture fosters creativity and happier teams.5. Speed > quality > quantity โ†ณ Fast iterations are great, but never sacrifice quality.6. Players are your compass โ†ณ Listen, observe, and adapt based on their feedback.7. Build a pipeline, not a one-hit wonder โ†ณ Create systems that let you learn, improve, and reuse.8. Partnerships are a force multiplier โ†ณ Collaborate to unlock opportunities you can't do alone.9. Kill your darlings โ†ณ Let […]

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My honest advice for Game Producers

My honest advice for game producers: If you donโ€™t love playing games, you shouldnโ€™t be making them.Because if you make a game only to "earn a buck," then:โ€ข Your game will lack fun.โ€ข It will lack depth.โ€ข And it wonโ€™t truly engage players.... resulting in earning $0 (and probably losing much more).Only true gamers can create what players love, and this will be rewarded in the end.Passion for games is what makes great ones.Always.

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10 Years of Game Dev in 100 No BS Advice

10 Years of Game Development in 100 No BS Advice --- ๐ŸŽฎ GAME DESIGN ---1. Build around a mechanic that sparks curiosity.2. Make failure a chance to learn, not just a penalty.3. Polish how game actions feel until they shine.4. Let the game whisper its rules, not shout them.5. Support mastery and casual play alike.6. Tie progression to gameplay, not separate systems.7. Focus on why players return, not just monetization.8. Evolve challenges alongside player growth.9. Reward creativity, not just accuracy.10. Make each challenge tell a story without words.--- ๐Ÿ•น๏ธ USER EXPERIENCE --- 11. Make controls feel second nature, not forced. 12. Sync visual, audio, and tactile feedback. 13. Guide with light and color, not cluttered UI. 14. Keep design invisible yet essential. 15. Use consistent patterns for menus and interactions. 16. Tailor interactions to the moment of play. 17. Put […]

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How to Design Difficulty in Puzzle Games

How to Design Difficulty in Puzzle Games Based on the Playliner research, here is a guide to designing difficulty:1. Offer multiple difficulty tiers โ€ข Easy, Hard, Super Hard โ€” with clear visuals to indicate the level.2. Use attempts, not win rate, to tune difficulty โ€ข Low attempts (1โ€“3) = Easy โ€ข High attempts (20โ€“35) = Hard3. Follow a recommended difficulty curve โ€ข Start easy (Levels 1โ€“20) to build confidence โ€ข Add a hard spike (Levels 20โ€“30) to create challenge โ€ข Introduce progressive increases and major paywalls after Level 504. Gradually introduce mechanicsโ€ข Let players master core gameplay before adding complexity.5. Reward wiselyโ€ข Scale rewards with difficulty. Tougher levels should yield better prizes.6. Test and iterateโ€ข Track completion rates. โ€ข Adjust blocker levels. โ€ข Fine-tune using player feedback.โ€ข Alternate between challenging and easier phases. Make the game feel โ€œjust challenged enoughโ€ […]

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Top Tools for Game Development in 2025

Top tools for game development in 2025 Hereโ€™s your ultimate list of tools, broken down by category:Planning ๐Ÿ—‚๏ธ โ€ข Asana โ€“ User-friendly, but limited customization (โญ 4.5/5) โ€ข Jira โ€“ Great for agile teams, steep learning curve (โญ 4.3/5) โ€ข ClickUp โ€“ Highly customizable, can overwhelm (โญ 4.4/5) โ€ข HacknPlan โ€“ Built for game dev, lacks flexibility for other projects (โญ 4.2/5)Communication ๐Ÿ’ฌ โ€ข Slack โ€“ Easy integrations, but too many notifications (โญ 4.6/5) โ€ข Discord โ€“ Ideal for real-time discussions, less formal than Slack (โญ 4.4/5) โ€ข Google Meet โ€“ Smooth with Workspace, fewer advanced features (โญ 4.3/5) โ€ข Zoom โ€“ Reliable video, some privacy concerns (โญ 4.5/5)Documentation ๐Ÿ“š โ€ข Notion โ€“ Versatile and customizable, can lag (โญ 4.6/5) โ€ข Confluence โ€“ Well-integrated with Jira, feels outdated (โญ 4.2/5) โ€ข Google Docs โ€“ Real-time collaboration, limited advanced features (โญ […]

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Social Engagement Time in Mobile Games

Social Engagement Time in Mobile Games Based on the Playliner research, here's the breakdown of social presence in popular games:โ€ข Zynga Poker (with Core): 85%โ€ข Monopoly Go: 70%โ€ข Board Kings: 70%โ€ข Coin Master: 67%โ€ข Dice Dreams: 27%โ€ข Animals & Coins: 18%โ€ข Solitaire Tripeaks: 10%โ€ข Juneโ€™s Journey: 9%โ€ข Candy Crush Saga: 7%โ€ข Royal Match: 5%โ€ข Zynga Poker (without Core): 5%โ€ข Fishdom: 4%โ€ข Best Fiends: 0%โ€ข Solitaire Grand Harvest: 0%Statistics are based on 10-hour playtests for each game, during which all moments where the player sees avatars or names of other players on the screen were counted.

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10 signs you might be working on a dead game ๐Ÿšฉ

10 signs you might be working on a dead game ๐Ÿšฉ (you don't want to miss them)๐Ÿญ. ๐—ก๐—ผ ๐—ฐ๐—น๐—ฒ๐—ฎ๐—ฟ ๐˜ƒ๐—ถ๐˜€๐—ถ๐—ผ๐—ป ๐Ÿ‘€โ†ณ Without direction, priorities scatter and time is wasted. ๐Ÿฎ. ๐—˜๐˜ƒ๐—ฒ๐—ป ๐˜๐—ต๐—ฒ ๐˜๐—ฒ๐—ฎ๐—บ ๐—ฑ๐—ผ๐—ฒ๐˜€๐—ป'๐˜ ๐˜„๐—ฎ๐—ป๐˜ ๐˜๐—ผ ๐—ฝ๐—น๐—ฎ๐˜† ๐˜๐—ต๐—ฒ ๐—ด๐—ฎ๐—บ๐—ฒ. ๐ŸŽฎ โ†ณ If developers donโ€™t enjoy it, players wonโ€™t either. ๐Ÿฏ. ๐—–๐—ผ๐—ป๐˜€๐˜๐—ฎ๐—ป๐˜ ๐—ฝ๐—ถ๐˜ƒ๐—ผ๐˜๐˜€ ๐Ÿ”„ โ†ณ Frequent changes derail progress and drain morale. ๐Ÿฐ. ๐—ก๐—ผ ๐—จ๐—ฆ๐—ฃ ๐Ÿชโ†ณ A generic game canโ€™t stand out in a crowded market. ๐Ÿฑ. ๐—จ๐—ป๐—ฐ๐—น๐—ฒ๐—ฎ๐—ฟ ๐—ฟ๐—ผ๐—น๐—ฒ๐˜€ ๐ŸŒ€ โ†ณ When no one knows whoโ€™s responsible, chaos reigns. ๐Ÿฒ. ๐—•๐—น๐—ฎ๐—บ๐—ฒ ๐—ฐ๐˜‚๐—น๐˜๐˜‚๐—ฟ๐—ฒ ๐Ÿ›‘ โ†ณ Finger-pointing creates toxicity and stalls solutions. ๐Ÿณ. ๐—Ÿ๐—ผ๐˜„ ๐—ฒ๐—ฎ๐—ฟ๐—น๐˜† ๐—ฟ๐—ฒ๐˜๐—ฒ๐—ป๐˜๐—ถ๐—ผ๐—ป ๐Ÿ“‰ โ†ณ Players donโ€™t come back if the game doesnโ€™t hook them early. ๐Ÿด. ๐—™๐—ฒ๐—ฎ๐˜๐˜‚๐—ฟ๐—ฒ ๐—ฐ๐—ฟ๐—ฒ๐—ฒ๐—ฝ โ‰๏ธ โ†ณ Adding more instead of fixing the basics only bloats the game. ๐Ÿต. ๐—ก๐—ผ ๐—ฐ๐—ผ๐—บ๐—บ๐˜‚๐—ป๐—ถ๐˜๐˜† ๐Ÿ—จ๏ธ โ†ณ Empty forums and social […]

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Live Ops features to boost Retention

Live Ops features to boost Retention Based on the Playliner research, here are 7 proven Live Ops features that can boost retention for your game:1. Daily bonus โ€ข ๐ŸŽ Rewards players for logging in daily. โ€ข ๐Ÿ”„ Encourages habitual play with escalating rewards for consecutive logins.2. Daily quests โ€ข ๐Ÿ“… Fresh tasks reset every 24 hours. โ€ข ๐ŸŽฏ Keeps players motivated with achievable short-term goals.3. Push notifications โ€ข ๐Ÿ”” Gentle nudges to remind players of events or updates. โ€ข โฐ Timing is key to re-engage without annoying.4. Mini-games โ€ข ๐ŸŽฎ Adds variety with small games inside the main game. โ€ข ๐ŸŒ€ Keeps the experience fresh and reduces monotony.5. Collection systems โ€ข ๐Ÿƒ Let players collect items or characters to complete sets. โ€ข ๐ŸŒŸ Appeals to collectors and provides long-term goals.6. Season pass โ€ข ๐Ÿ•’ Time-limited rewards system that motivates continuous […]

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Mobile Gaming in 2024

Mobile Gaming in 2024 Hereโ€™s the wrap-up: ๐Ÿญ. ๐—ž๐—ฒ๐˜† ๐— ๐—ฒ๐˜๐—ฟ๐—ถ๐—ฐ๐˜€โ€ข Total downloads hit 53.9B (+0.5% YoY). โ€ข In-app purchase (IAP) revenue climbed to $58.9B (+2.9% YoY). โ€ข The average revenue per download (RPD) was $1.17. ๐Ÿฎ. ๐— ๐—ผ๐˜€๐˜ ๐—ป๐—ผ๐˜๐—ฎ๐—ฏ๐—น๐—ฒ ๐—ป๐—ฒ๐˜„ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ ๐—ผ๐—ณ ๐Ÿฎ๐Ÿฌ๐Ÿฎ๐Ÿฐ: โ€ข My Supermarket Simulator 3D: 64M downloads, $3.6M IAP revenue. (https://lnkd.in/eR4tr5f4) โ€ข Squad Busters: 46.1M downloads, $61M IAP revenue. (https://lnkd.in/e5D_Hpfd) โ€ข Screw Puzzle: 45M downloads, $5.3M IAP revenue. (https://lnkd.in/eWs_quhj) โ€ข Pokemon TCG Pocket: 35M downloads, $160.1M IAP revenue. (https://lnkd.in/eU-Cv42S) โ€ข Capybara GO: 14.1M downloads, $52M IAP revenue. (https://lnkd.in/e7MGwKdp)๐Ÿฏ. ๐—ก๐—ฒ๐˜„ ๐—ด๐—ฎ๐—บ๐—ฒ๐˜€ ๐—ผ๐˜ƒ๐—ฒ๐—ฟ๐—ฎ๐—น๐—น: โ€ข 23,095 new games launched. โ€ข New games brought in $3.43B in IAP net revenue (5% of total revenue). โ€ข They accounted for 5.57B downloads (9.7% of total downloads). โ€ข Success rate: ยฑ1.3% (measured as games earning $1M+ in IAP revenue). ๐Ÿฐ. ๐—ง๐—ผ๐—ฝ ๐—ด๐—ฟ๐—ผ๐˜„๐—ถ๐—ป๐—ด ๐—ด๐—ฒ๐—ป๐—ฟ๐—ฒ๐˜€: โ€ข Match 3D: +46%, […]

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R&D Framework for Game Prototyping

๐Ÿ•น R&D Framework for Game Prototyping ๐Ÿ•น Below is the framework we often use when starting work on new projects:I. Pre-Production (2-4 weeks)1. Idea Generation: โ–ถ Market analysis, gathering references; โ–ถ Brainstorming to pick the most promising ideas2. Greybox Prototyping: โ–ถ Focus on a single core feature; โ–ถ Find the fun factor3. Conceptualization: โ–ถ Preparing the GDD, user flow, and key shots;โ–ถ Selecting the right tools and creating a roadmapII. Production (4-10 weeks)4. Features Development: โ–ถ Concentrate on key gameplay mechanics and speed in development;โ–ถ Minimal meta or progression5. Content Creation: โ–ถ Craft key art, and fun levels, and use ready-made assets;โ–ถ Secondary art, vfx, sounds, etc. can be draft6. Minimum Viable Product: โ–ถ Ensure the game offers 20-40 minutes of engaging gameplay with a distinctive style and polished game feelโ–ถ Better fewer, but betterIII. Product-Market Fit Validation (1-3 weeks)7. […]

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