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Michael Khripin

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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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The Clone Wars: Game Dev Between Imitation and Innovation

In an industry that thrives on innovation, cloning games has remained a surprisingly persistent—and divisive—practice. From the earliest arcade cabinets to today’s mobile market, the idea of replicating successful formulas has never gone out of style. But what started as a strategy to ride the wave of a hit has evolved into a double-edged sword, shaping the business, art, and ethics of game development. Let’s unpack the story of game cloning in three parts: how it began, why it’s harmful, and—controversially—why it sometimes works. A Brief History of Cloning in Game Development Cloning in games isn’t a modern invention. In fact, the roots trace all the way back to the golden age of arcades. One of the earliest and most blatant examples? “Galaxian” (1979) by Namco was followed quickly by “Galaga”—a spiritual successor—but also by a sea of clones like […]

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Weekend LiveOps Events

🚀 Are you making the most out of weekends in your LiveOps strategy? Weekends are your LiveOps cheat code. Weekends bring the highest DAU, but many games still treat them like just another day.In this carousel, I’m sharing why weekend events are a must-have (and how to use them to boost both engagement and monetization — even mid-week!).

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What’s Wrong With Vita Mahjong?

Want to know what's wrong with Vita Mahjong from Vita Studio? My wife got seriously hooked on this game, and I resisted for a while before giving it a try. Then I saw it ranked in the Top 15 Free Games on the App Store, and decided to run a poll—should I review it or not? Only one person voted yes, which felt odd… but I went ahead anyway. According to my wife, the game is overloaded with ads—which drives her crazy. But when I launched it for the first time, I saw zero ads. NONE. The gameplay was chill, familiar from other mahjong titles, and surprisingly soothing. And then I played for three hours straight. Can you imagine that kind of session for a mobile game? And again—not a single ad. There’s even a “No Ads” option in the […]

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What’s Wrong With mo.co?

Another review based on my poll, second top choice—the latest release from Supercell — mo.co. For those who will read till the end, there is a bonus—a chance to get an invite. I really like the visual aesthetic—it’s fresh and vibrant. The idea of receiving quests via chat with NPCs and collecting rewards right there is great—very modern. Feels like chatting in DMs, familiar and intuitive. Brilliant marketing move with the invite system—you get 3 invites after reaching level 8. That’s going to bring in high-quality, motivated viral traffic. At first, the shop only offers loot boxes for merch tokens (currency earned through gameplay), and there’s no way to spend real money. Later, the full store unlocks. It follows a classic structure: Short LTO offersLong 3-week bundlesHard currency packs for IAPsA free resource pack on 24h cooldownLoot boxes for hard […]

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What If Game Dev Happened In A Fantasy World?

What if your game studio was staffed entirely by fantasy races? We all know how wild game development can get—tight deadlines, broken builds, and caffeine-fueled feature drops. But what if your team had literal elves polishing UI, goblins running monetization, and a necromancer maintaining legacy code? Yeah, this is totally ridiculous… but also, kind of accurate. So here it is: a totally fictional (but weirdly relatable) lineup of a fantasy GameDev studio. No offense to actual trolls, vampires, or product managers — I love you all equally. 1. Elves – UX Designers & Narrative Designers Graceful, long-lived, and deeply connected to the flow of form and function. • Create UI so intuitive it feels enchanted. • Write narrative arcs that span centuries (and tug at your heart). • Likely to complain about pixel spacing… poetically. 2. Dwarves – Backend Engineers […]

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Take-aways from playing Block Blast

Want to know what’s wrong with Block Blast from Hungry Studio ? The game is #1 in the casual category at the moment (March 20), but from a monetization perspective it is pure AdMon and much more simple that many other casual games on the market. Static banners at the bottom. Interstitials after every level, short ones, easily skippable. The only case of rewarded videos – revival after losing. In this case, the video ad is long because the player is motivated to wait, providing better CPM. Revival happens only one time. If you lose again, it will be final. There are no IAPs, so there is no game shop, no offers, no resources, no energy, no lives, you name it. Players can play as long as they want. Game sessions are not limited. But absence of IAPs also means […]

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The Illusion: Perfection in Game Dev is a Myth

The idea of a “perfect game” — a seamless, bug-free, universally beloved masterpiece — is as much of a utopia as the concept of a flawless society. Throughout the history of game development, countless studios have chased this dream, only to be met with the harsh reality of missed deadlines, shifting player expectations, and the unpredictable chaos of the industry. Game designers, producers, and executives alike have long tried to craft the ultimate experience. Some believe in rigorous planning, some in deep player research, and others in revolutionary innovation. Yet, no matter the approach, every project inevitably collides with technical constraints, budget limitations, market shifts, and, of course, human imperfection. Why the Perfect Game is a Myth 1. The Definition of “Perfect” is Ever-Changing – What players consider groundbreaking today may feel outdated in a year. The industry evolves rapidly, […]

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