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Sharks are getting eaten by All in Hole! ๐Ÿฆˆ๐Ÿ•ณ๏ธ

Sharks are getting eaten by All in Hole! ๐Ÿฆˆ๐Ÿ•ณ๏ธ Homa's latest hit made over $8M in IAP revenue in March 2025 alone!But even more impressively, itโ€™s reshaping the entire Eat & Grow subgenre.I checked AppMagic: among 21 new releases in 2025, only 2 feature sharks. The other 19? Holes.Youโ€™ll spot the same shift in the top-grossing chart โ€” sharks are falling out of the top 10, all because of the holes.How did All in Hole pull it off?It built on an ultra-addictive, player-first core (as Homa always does) โ€” and layered it with best-in-class casual and hybridcasual monetization systems.Want the full story?Weโ€™ve just published a deep dive on hybridcasual games in Q1 2025 โ€” and All in Hole gets the spotlight it deserves.

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Scopely’s Next Billion Dollar Hit

๐—ฆ๐—–๐—ข๐—ฃ๐—˜๐—Ÿ๐—ฌโ€™๐—ฆ ๐—ก๐—˜๐—ซ๐—ง ๐—•๐—œ๐—Ÿ๐—Ÿ๐—œ๐—ข๐—ก ๐——๐—ข๐—Ÿ๐—Ÿ๐—”๐—ฅ ๐—›๐—œ๐—ง: ๐—ง๐—›๐—˜ ๐—š๐—”๐— ๐—˜ ๐—ข๐—™ ๐—Ÿ๐—œ๐—™๐—˜ Monopoly Go (MoPoGo) spent truckloads of capital quickly, but UA is simply maxed out. Thereโ€™s no better evidence than the gameโ€™s shift to celebrity-driven TV advertising following a nearly linear decline in downloads since its August 2023 highs, dropping from 13m a month to 3m. Stocked in the F2P dev/pub medicine cabinet is F2P's natural aspirin, a prescription known for its reliability and convenience: a game extension/re-skin. Embraced by the warm arms of Machine Zone (Game of War/Mobile Strike), King (Candy, Soda Saga), Playtika (Grand Harvest, Disney Solitaire), itโ€™s both a cost and design play. The re-skin "sweet spot" combines what's proven, what's improved, and new audiencesโ€”a bastardization of Sid Meierโ€™s Rule of Thirds.The Game of Life (GoLife) leverages what's proven: wealth accumulation, a coop-competitive core, live ops tied to IP, and […]

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Casual game trends in March 2025

Casual game trends in March 2025 ๐Ÿญ. ๐—Ÿ๐—ฒ๐˜ƒ๐—ฒ๐—น ๐—ง๐—ถ๐—บ๐—ฒ๐—ฟ๐˜€ โฑ๏ธ Time-limited levels that add pressure and excitement. โ€ข Faster finish = better rewards โ€ข Players rush โ†’ make mistakes โ†’ use more boosters โ€ข Example: Tile Busters โ€“ Countdown Frenzy๐Ÿฎ. ๐—ข๐—ป๐—ฒ ๐—ผ๐—ฟ ๐—ง๐˜„๐—ผ ๐—ข๐—ณ๐—ณ๐—ฒ๐—ฟ๐˜€ ๐Ÿ’ฐ A pricing tactic that plays on FOMO. โ€ข Choose 1 pack or 2 for nearly the same price โ€ข Side-by-side comparison makes the โ€œ2โ€ offer shine โ€ข Example: Hidden City, Domino Dreams๐Ÿฏ. ๐—ฉ๐—ผ๐˜๐—ถ๐—ป๐—ด ๐—ณ๐—ผ๐—ฟ ๐—•๐—ฒ๐˜€๐˜ ๐——๐—ฒ๐˜€๐—ถ๐—ด๐—ป ๐Ÿ—ณ๏ธ Gamified creativity + community feedback. โ€ข Limited-time design contests โ€ข Players vote using special event currency โ€ข Winners get exclusive rewards โ€ข Example: Project Makeover โ€“ Autumn Inspirations๐Ÿฐ. ๐— ๐—ฒ๐—ฟ๐—ด๐—ฒ-๐Ÿฎ ๐— ๐—ถ๐—น๐—ฒ๐˜€๐˜๐—ผ๐—ป๐—ฒ ๐—š๐—ผ๐—ฎ๐—น๐˜€ ๐Ÿ”“ Progression now tied to events, not level. โ€ข Merge tasks fill a progress bar โ€ข Unlocks new areas and content โ€ข Example: Gossip Harbor โ€“ Taylorโ€™s […]

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Colors in Ads = Emotions in Action

Colors in Ads = Emotions in Action ๐ŸŽจ Colors arenโ€™t just a design choice, theyโ€™re a psychological trigger.Iโ€™ve been exploring how color impacts performance in ads, based on Player Motivations.๐Ÿ“Š Around ๐Ÿด๐Ÿฑโ€“๐Ÿต๐Ÿฌ% ๐—ผ๐—ณ ๐—ณ๐—ถ๐—ฟ๐˜€๐˜ ๐—ถ๐—บ๐—ฝ๐—ฟ๐—ฒ๐˜€๐˜€๐—ถ๐—ผ๐—ป๐˜€ are based on color. So what if we mapped Player Motivations to Color Psychology and used that to guide ad design?๐—›๐—ฒ๐—ฟ๐—ฒโ€™๐˜€ ๐˜„๐—ต๐—ฎ๐˜ ๐—œ ๐—ฑ๐—ถ๐—ฑ: โ€“ Used ๐—–๐—ต๐—ฎ๐˜๐—š๐—ฃ๐—ง to generate a matrix of colors per Motivation. โ€“ Built a Spider chart to map different emotional tones. โ€“ Created color palettes to ๐—”/๐—• ๐˜๐—ฒ๐˜€๐˜ Static Banners.Trigger the right Player Motivation for your Ad and start testing, examples below ๐Ÿ‘‡

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Top 10 Gaming Publishers by Tier-1 West Revenue in Q1 2025

Top 10 Gaming Publishers by Tier-1 West Revenue in Q1 2025 ๐Ÿ‘‘ We couldnโ€™t leave you without a Q1 wrap-up, so today, letโ€™s look at how publishers performed this quarter.Thereโ€™s an indisputable growth leader: Funfly, boosting its quarterly revenue by 223% compared to Q1 2024 (YoY) and 27% compared to Q4 2024 (QoQ) โ€” mostly thanks to Last War: Survival, still climbing toward its peak!Next fast climber is Diandian Interactive, up 58% YoY and 31% QoQ. As you already know, the main driver here is Whiteout Survival โ„๏ธAnother success story is Dream Games, ranked โ„–2 in the top, with quarterly revenue up 39% YoY and 22% QoQ. Royal Match peaked again in March ๐ŸฅณWhile Scopely keeps leading the pack, 23% ahead of the โ„–2, its quarterly revenue dropped 48% YoY and 25% QoQ.Will Monopoly Go! bounce back, or are we […]

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Extraordinary results from Monopoly Go’s Tycoon Racers event

In June 2024, Scopely's Monopoly Go introduced "Tycoon Racers," Team-based event that delivered extraordinary results: a 48.8% revenue increase and a 71% jump in Average Revenue Per Daily Active User, according to Sensor Tower data. This marks the second consecutive year a Monopoly Go event has ranked among the top five monetization events in mobile gaming.What made it work? Building on the success of their 2023 "Baking Partners" event, the team enhanced:โœ… ๐“๐ž๐š๐ฆ ๐๐ฒ๐ง๐š๐ฆ๐ข๐œ๐ฌ - expanding from pairs to teams, creating stronger social obligationsโœ… ๐‚๐จ๐ฆ๐ฉ๐ž๐ญ๐ข๐ญ๐ข๐ฏ๐ž ๐ž๐ฅ๐ž๐ฆ๐ž๐ง๐ญ๐ฌ - introducing real-time competition against other teamsโœ… ๐„๐ง๐ ๐š๐ ๐ž๐ฆ๐ž๐ง๐ญ ๐œ๐ฒ๐œ๐ฅ๐ž๐ฌ - breaking into shorter tournaments requiring daily participationโœ… ๐‘๐ž๐ฐ๐š๐ซ๐ ๐ฉ๐ฌ๐ฒ๐œ๐ก๐จ๐ฅ๐จ๐ ๐ฒ - implementing choice-based rewards with higher perceived valueโœ… ๐€๐ง๐ญ๐ข๐œ๐ข๐ฉ๐š๐ญ๐ข๐จ๐ง ๐›๐ฎ๐ข๐ฅ๐๐ข๐ง๐  - allowing resource collection before events beginThe evolution from "Baking Partners" to "Tycoon Racers" demonstrates how thoughtful enhancement of social mechanics, competition frameworks, and reward […]

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Top Hybrid Casual Game Publishers

I listed top 10 IAP monetization powered publishers because it actually defines the true hybrid casual strategy. List has been very similar for the past years.I have been describing the Hybrid Casual as:Long termย strategy driven by Live Ops teams;rather than a game sub-genre or a design.Ability to increase IAP revenue is not only a talent:It"s data driven experience over time,And requires hard working live ops teams.While my list shows top publishers,We can absolutely break this down to each game,Which AppMagic made it very loud and clear.

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Word Games are a massive part of the mobile gaming ecosystem.

Word Games are a massive part of the mobile gaming ecosystem. 1.09% of Googleโ€™s, 1.42% of Metaโ€™s, and 2.61% of Applovinโ€™s overall USA Impressions are served through Applovinโ€™s Wordscapes. Words of Wonder by Fugo Games boasts a daily active user base of 3.1 million users. These two titles have been dominating the Word category since 2023. Their reign may be coming to an end, challenged by Word Search Explorer, by Playsimple Games. Word games tend to follow one of two monetization playbooks: the hybrid approach pursued by Wordscapes, which blends ads (IAA) and in-app purchases (IAPs). Or the ad-heavy model championed by Words of Wonder. Based on public data and estimated ad revenue, Wordscapes likely generates 55% of its $226,000 daily revenue from ads, while Words of Wonder relies almost entirely on ads, accounting for 90% of its approximately $100,000 […]

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Manipulator Mechanics: New Frontiers in Game Systems

In a time when many games lean heavily on established systems โ€” battle passes, gacha mechanics, and copied meta loops โ€” this post is about looking beyond. In this post, Iโ€™m exploring, and discussing, Manipulator Mechanics (more specifically, โ€œmodernโ€ Manipulator Mechanics in a systemic form, as weโ€™ve had some forms of manipulator mechanisms in games existing for ages, e.g., time manipulation tied to a core gameplay โ€” so, just for clarity, every time I discuss about Manipulator Mechanics / systems in this article, itโ€™s about these โ€œmodernโ€ types of systems instead of simplified ones) โ€” a system that lets players tweak and influence the very nature (/the core) of gameplay runs through meta layers; offering a new layer of agency, strategy, and excitement across genres. The aim of this post is to inspire developers to imagine beyond what's typical and […]

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Playtesting can make or break your game.

Playtesting can make or break your game. Hereโ€™s a simple 10-step checklist:๐Ÿญ. ๐——๐—ฒ๐—ณ๐—ถ๐—ป๐—ฒ ๐˜†๐—ผ๐˜‚๐—ฟ ๐—ผ๐—ฏ๐—ท๐—ฒ๐—ฐ๐˜๐—ถ๐˜ƒ๐—ฒ๐˜€ โ€ข What are you testing? Mechanics, pacing, difficulty, UI? โ€ข Set clear goals and decide how you'll measure success.๐Ÿฎ. ๐—ฃ๐—ฟ๐—ฒ๐—ฝ๐—ฎ๐—ฟ๐—ฒ ๐˜†๐—ผ๐˜‚๐—ฟ ๐—ฒ๐—ป๐˜ƒ๐—ถ๐—ฟ๐—ผ๐—ป๐—บ๐—ฒ๐—ป๐˜ โ€ข Use a stable build or prototype. โ€ข Provide clear instructions or a tutorial. โ€ข Remove distractions and get tools ready (feedback forms, screen recorders, analytics).๐Ÿฏ. ๐—ฅ๐—ฒ๐—ฐ๐—ฟ๐˜‚๐—ถ๐˜ ๐˜๐—ต๐—ฒ ๐—ฟ๐—ถ๐—ด๐—ต๐˜ ๐˜๐—ฒ๐˜€๐˜๐—ฒ๐—ฟ๐˜€ โ€ข Include your target audience, plus some outsiders and experts. โ€ข Mix skill levels (kids, casual players, hardcore gamers). โ€ข Set expectations and communicate session details.๐Ÿฐ. ๐—–๐—ต๐—ผ๐—ผ๐˜€๐—ฒ ๐˜๐—ต๐—ฒ ๐—ฟ๐—ถ๐—ด๐—ต๐˜ ๐˜๐—ฒ๐˜€๐˜ ๐˜๐˜†๐—ฝ๐—ฒ โ€ข Focused tests to dive deep into specific features. โ€ข Blind tests to observe natural behavior. โ€ข Exploit tests to see how easily things can break.๐Ÿฑ. ๐—ฆ๐—ฒ๐˜ ๐—ด๐—ฟ๐—ผ๐˜‚๐—ป๐—ฑ ๐—ฟ๐˜‚๐—น๐—ฒ๐˜€ โ€ข Donโ€™t guide or coach, just brief them. โ€ข Let players fail to […]

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Solitaire BOOM! Candy Crush and Disney Solitaires

Old Genre, New Momentum Solitaire isnโ€™t a new genre โ€” in fact, itโ€™s one of the oldest and most familiar in mobile gaming. But recently, the genre seems to be gaining new momentum. Itโ€™s not often that 2 major studios release Solitaire games almost back-to-back, but thatโ€™s exactly what happened with Candy Crush Solitaire and Disney Solitaire. Both come from strong brands. Both use the familiar Tri-Peaks formula. But once you dive in, the experiences feel very different. In this article, Iโ€™ll break down the Core Gameplay, standout Features, Live Ops, Monetization, and the subtle tricks that make each game tick. And yes - Iโ€™ve played and paid them both ... a lot ;) Letโ€™s deconstruct. Core Game Loop Both Solitaire titles are built around the classic Tri-Peaks Core Mechanic โ€” a proven formula thatโ€™s been successful for years. Naturally, […]

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Rogue-Lite Self-Balancing?

Warning โ˜ข๏ธ Heavy Game Design post ahead. How about we talk about a game genre that essentially self balances itself? ๐Ÿ˜ฑ Rogue-lite mechanics are one of the few systems in game design that self-balance itself. Of course its not completely hands off, you still need to make sure that you are creating difficulty spikes, flow curve, etc. But it is much more forgiving than other genres, especially compared to its hard brother Roguelike. There, you loose everything โ˜ ๏ธ and the main focus is rewarding player skill above all. If you learned and know the game, it doesn't matter if you always start from scratch. But Rogue-lites rewards you for every run that you do, giving you resources even if you fail, which makes that time meaningful, instead of zero progression you would get during a fail state in Roguelike ๐Ÿ˜ญ.This […]

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