The biggest mistake new mobile game developers make: They think scaling a hypercasual game means ->
Going global.. ⛔ Acquiring players, From all around the World. 🌏 Focusing on that “low” cost per Install and eventually get lost looking for a “Life Time Value” that does not exist. 🧞♂️
IAA vs IAP is a delicate dance but there is a Thick Line drawn in middle.
When we look at the Hybrid casuals, Majority of in-app purchases come from Apple devices and the countries considered T1. Their paying, playing, spending power, and habits really makes the difference after all. 🌟
Here is a short list of games who spent the time and money, acquiring the most expensive players from the top paying countries and therefore, potentially going beyond the IAP monetization, reach to that In App Advertisement positive profit margins.