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Michael Khripin

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What’s Wrong With Reviver:Butterfly?

Just stumbled on this game “Reviver: Butterfly” in the Game of the Day section on the App Store recently. There was a short article about it: The article made me feel curious. The art style is so unique for these days. Point-and-click quest, with a time travel twist. Managing not only locations, but different timelines. I loved the design and the story. The whole experience is so different from the majority of games I see today in the top charts. It’s like a breath of fresh air. But who are these brave developers? CottonGame, the developer behind Reviver: Butterfly, was founded in 2013 in Shanghai. They’ve carved a niche in the world of atmospheric, story-rich indie games — especially on mobile. Their past works include the quirky Mr. Pumpkin Adventure, the haunting Dad’s Monster House, and the philosophical Isoland series. […]

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“Fail fast” is one of those startup mantras.

“Fail fast” is one of those startup mantras that sounds smart, until it isn’t. I’ve seen teams fail fast.And then fail again.And again.And again.Not because the product was broken.But because the thinking was.In one case, a team I worked with tried to rapidly iterate on monetization features.Every two weeks, a new offer, new layout, new pricing.No segmentation. No goals. No understanding of player behavior.Each version failed.So they failed faster.By the end of the quarter, they hadn’t learned much.But they had definitely shipped 12 different failures.And confused their players in the process.But you should know:🚫 Failing fast without a plan isn’t iteration — it’s noise.🚫 Speed without clarity just gets you lost quicker.If you want to fail fast and actually grow, here’s what to do:✅ Set a clear hypothesis for what success looks like✅ Track the right metric (not just revenue […]

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Evolution of In‑Game Shops in Mobile F2P Games

This is a chapter from my upcoming book "Game Shops. Ultimate Guidelines". Follow and subscribe, so you will not miss future updates. ...but first, let’s take a look at the history of in-game shops in mobile games. Not so distant, but starting from smartphones. Early Pioneers (2009–2011) The era of free-to-play mobile gaming began in late 2009 when Apple first allowed in-app purchases in free iOS apps, opening the door for monetized in-game shops. Early pioneers quickly experimented with selling virtual goods. For example, Tap Tap Revenge 3 (Oct 2009) initially launched as a paid app (due to Apple’s old rules) but soon went free, letting players buy song packs and avatar items via an in-game store. Similarly, Eliminate Pro(2009) introduced a “freemium” model where energy for matches could be refilled by purchasing “power cells” in its shop. By 2010, […]

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IAP doesn’t work in our game. Our players just don’t spend.

“IAP doesn’t work in our game. Our players just don’t spend.” I’ve heard this line from dozens of teams — and almost every time, it’s wrong.Not because players don’t spend.But because the game doesn’t give them a reason to.When IAP underperforms, it’s rarely about the audience.It’s usually about the offer strategy.Here are the usual suspects:🔻 No value framingPlayers don’t buy “gems.” They buy progress, speed, power, customization, exclusivity.If your offer doesn’t communicate why it matters, no one bites.🔻 Poor timingYou’re showing the shop when the player has no context, no pain point, no motivation.The best moment for a sale is when a player wants something and can’t get it yet.🔻 Everyone sees the same shopSegmented pricing, pacing, and bundles are standard practice now.Beginner whales, veteran free-to-players, and returning users all need different offers.🔻 No emotional hookLimited-time? Milestone reward? Progress multiplier?If […]

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Boost retention without rebuilding your game

Boost retention without rebuilding your game: 7 quick wins ✅ You don’t always need a full redesign or major content drop to lift retention.Sometimes, small LiveOps moves can change the whole rhythm of engagement.Here’s a quick checklist to spark some ideas:✅ Add a new daily login bonus variation✅ Introduce a surprise weekend event with a small reward✅ Refresh your in-game shop rotation with time-limited items✅ Offer comeback bundles to players inactive for 7+ days✅ Launch a mini engagement survey — and show players you listened✅ Shorten or simplify your first session tutorial flow✅ Highlight fan art, leaderboard heroes, or community creations inside the gameTiny shifts.Big difference.Retention isn’t always about adding more.Sometimes it’s about making the experience feel alive.

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A day without special offers is a lost day.

“A day without special offers is a lost day.”That’s what someone in my network said recently. But I’ve seen the opposite work — intentionally.While working on Hero Wars Mobile at Nexters ($GDEV), we tested the idea of empty days — no LiveOps, no events, no offers. Just the basic shop with hard currency packs.At first glance, it sounds like leaving money on the table.But what we got was gold: a clear baseline.These days gave us:👉A true read on our core monetization floor👉Clean data for forecasting and revenue modeling👉A reference point to measure the real uplift from LiveOps(Spoiler: LiveOps was driving revenue x2 on average.)We scheduled these days deliberately — one per quarter — as a health check for our LiveOps strategy. Take a look at the picture attached, purely fictional, but give you idea.So no, it’s not always true that […]

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Turning your special offers into a Revenue Machine?

How to turn your special offers into a revenue machine (without annoying your players) Special offers aren’t just about discounts - they’re about design, psychology, and timing.Done right, they boost engagement, LTV, and retention.Done wrong, they just collect dust.Here are a few of the strategies from this week’s carousel: 👇🔹 Bundling value without overwhelming the player🔹 Using scarcity without feeling scammy🔹 Segmenting offers by player type, session behavior, and UA source🔹 Creating a “flow” of purchases with chained deals🔹 Why visuals (not pricing) often make or break the sale💡 If you’re running a free-to-play game and want to actually monetize it, this deck is worth a swipe.

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Get Ready for a Tsunami of Web Shops

Shall We Get Ready for a Tsunami of Web Shops? The recent court ruling in favor of Epic Games, delivered by Judge Yvonne Gonzalez Rogers, just changed the game — literally.Apple can no longer block external payment options or take a cut from out-of-app transactions.This opens massive opportunities for game developers to finally own their monetization stack.Web shops are no longer optional — they’re strategic.We’re talking about reducing commissions from 30% to 3–5% (just transaction costs).That leaves the rest in your pocket.What an impressive boost to your LiveOps strategies!Now you have two smart paths:👉 Lower the price for the same goods — boost conversion.👉 Keep the price, but add bonus content — boost value.Both work. And both should be:✅ Personalized✅ A/B tested✅ Synced to in-game behaviorLook at Mattel, Inc.’s UNO! as a great example.Their webshop mirrors the in-game store, adapts […]

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Reusing Meta-Game Mechanics in Mobile Games

In mobile game development, innovation often gets all the spotlight. But the reality behind many long-lasting hits is actually smart reuse of proven meta systems. Today, major publishers know: Once you find a meta structure that drives retention, monetization, and progression, you don’t reinvent the wheel — you copy the pattern and layer it onto new core gameplays. And it works. Let’s explore how an intelligent approach to reusing meta-game features can build sustainable pipelines of successful games. Why Meta Systems Are Core-Independent Your core gameplay can vary dramatically — match-3, merge-2, arcade runners, word puzzles, roguelike shooters — but the meta layer often follows a familiar, proven blueprint. Think about it: Players expect progression beyond the core loop.Players enjoy collection and upgrading.Players respond well to limited-time challenges.Players feel motivated by events, ladders, seasons. That’s why publishers increasingly treat meta-systems […]

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How to Quickly Ruin Your Ad Monetization?

How to Quickly Ruin Your Ad Monetization? Want to tank your game’s revenue and drive players insane?Follow these pro tips 👇🎯 Show an ad the moment the player opens the app.Before they even know what the app is. First impressions = profit, right?🎯 Force a 30-second unskippable ad after every button click.Inventory over experience, that’s the motto.🎯 Interrupt the tutorial with an ad.Learning is for quitters. Monetize those confused eyeballs ASAP.🎯 Randomly trigger ads mid-battle, mid-sentence, mid-anything.Bonus points if it causes the player to misclick and lose progress.🎯 Never, ever track ad placement performance.Optimization is for cowards. Trust your gut (and your CPM anxiety).🎯 Don’t cap the ad frequency.If they didn’t buy after the first ad, surely they’ll love the 15th one in a row.🎯 Ignore user segments.Show rewarded ads to whales, interstitials to newbies, and banners to literally everyone […]

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Most in-game shops fail because of bad design.

🔥 Most in-game shops don’t fail because of bad offers — they fail because of bad design. In F2P mobile games, your shop isn’t just a feature — it’s your #1 revenue driver.But you should know that:🛒 Players won’t spend if your shop is confusing, stale, or uninspiring.🛒 They won’t even look if it’s not dynamic and rewarding.💡 That’s why I've put together 10 Best Practices for Building In-Game Shops that actually convert — and it’s live in today’s carousel.👇✅ Remote content updates✅ Personalized offers per player segment✅ Bundles, flash sales, event-driven shops✅ A/B testing built right into the flow✨ Use all the best practices, without the heavy lifting.Ready to upgrade your shop? 🚀Swipe through the tips and let’s talk!

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What’s Wrong with Gin Rummy Stars from BeachBum?

Want to know what’s wrong with Gin Rummy Stars from Beach Bum? I’ve been playing this game for a very long time, and I have two major things I don’t love about it. But first of all, I want to be clear — the game’s great. The LiveOps schedule is fully packed, all the features are in place, and the core mechanic is very engaging. But sometimes, it feels like they either don’t care, or just know nothing about me as a player. The game could definitely benefit from some personalized approach. So here are the two examples I want to discuss: 1. “No Ads” Purchase From the first session, they highlight everywhere that the first purchase will grant No Ads — so I won’t see those damn interstitials anymore. I love that. This is my top personal monetization driver in any […]

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