SlideShare uma empresa Scribd logo
1 de 57
<>
M a k i n g H i t C a s u a l G a m e s
9th of October 2019Meetup < >
What did we learn while building
Our Idle Games?
N A T E B A R K E R
Director of Business Development at
Kolibri Games
New York University Alumnus.
Marketing at Disney Mobile and
Linekong Interactive.
Evangelist at Chartboost.
A G E N D A
Our Story
About Idle Miner
Tycoon
Our development approach
Games as a service
A G E N D A
About Idle Miner
Tycoon
Our development approach
Games as a service
Our Story
A G R O W T H S T O R Y
K O L I B R I G A M E S
This is a story about how we created
a gaming franchise spanning more
than 100M downloads.
And a story about passion, resilience,
hard work and long hours.
H O W I T A L L S T A R T E D
K O L I B R I G A M E S
Humble beginnings in
the student apartment.
Our first project failed. Why?
• Waterfall development
instead of agile
approach.
• Very complex technical
approach.
• No testing for months.
So we started from scratch
again.
And thought about a new genre
we wanted to be in.
Restart
K O L I B R I G A M E S
S I M P L E P R O T O T Y P E
No 3D artwork
No social features
No localization
No IAPs
No ad mediation
No longterm motivation
No cloudsave
2 0 1 6
K O L I B R I G A M E S
S I M P L E P R O T O T Y P E
2 0 1 6
And it reached an outstanding D1 retention.
D1 = the fraction of players that return one day after installing the game.
Most Free2Play games have a D1 retention of 40%.
K O L I B R I G A M E S
G A M E S A S A S E R V I C E
Polishing and expanding our
games with weekly updates.
K O L I B R I G A M E S
G A M E S A S A S E R V I C E
1 Development Sprint
1 Week
Planning Developing Testing
1 Update
We began our first steps of marketing in June 2017 and
scaled revenue 10x within 3 months.
2 0 1 7
D E C 2 0 1 7 We decided to move to Berlin.
30 of our people trusted us and
moved with us.
2 0 1 8
We grew our portfolio
to 2 idle games
2 0 1 9 We grew our team to over 100 people
100 MILLION DOWNLOADS
Success is no accident.
It’s the result of preparation, hard work and learning from failure.
A G E N D A
Our Story
Our development approach
Games as a service
About Idle Miner
Tycoon
O T H E R I D L E G A M E S
K O L I B R I G A M E S
F E A T U R E S
I D L E M I N E R T Y C O O N
Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
F E A T U R E S
I D L E M I N E R T Y C O O N
Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
F E A T U R E S
I D L E M I N E R T Y C O O N
Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
F E A T U R E S
I D L E M I N E R T Y C O O N
Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
E V E N T M I N E S
I D L E M I N E R T Y C O O N
S E A S O N P A S S
I D L E M I N E R T Y C O O N
The Idle Miner Tycoon version of the
popular Battle Pass known from
games like Clash of Clans, Fortnite
and other Top-Grossing Mobile
Games.
Casual / Hyper Casual
Easy to pick up
Easy to play
Mid-core
Strong social mechanics
Meta Game
Long-term retention
Idle
Short sessions
Quick progress/success
Player Friendly Ad Monetization
I D L E M I N E R T Y C O O N
K O L I B R I G A M E S
Mine
Transport
Sell
Mine
Mine
Upgrade
Mine
Transport
Sell
Mine
Mine
Upgrade
Choke Choke
Choke
You pay
You wait
I D L E M I N E R T Y C O O N
K O L I B R I G A M E S
Time vs. Money
Unblock Barriers
Double revenue
H O W D O E S I D L E M I N E R M O N E T I Z E ?
K O L I B R I G A M E S
Advertisements
In-App
Purchases
A G E N D A
Our Story
About Idle Miner
Tycoon
Games as a service
Our development approach
Games are a hit-driven business.
The faster you can find out that a game doesn't work, the
lower the costs.
What is the most important thing to do?
Say to a lot of things
NO!
O U R D E V E L O P M E N T A P P R O A C H
Our biggest inspiration
Basic mechanics
M I N I M U M V I A B L E P R O D U C T
O U R D E V E L O P M E N T A P P R O A C H
Basic mechanics Rough graphic concepts
M I N I M U M V I A B L E P R O D U C T
O U R D E V E L O P M E N T A P P R O A C H
Basic mechanics Rough graphic concepts Iterating on graphics,
mechanics, balancing
M I N I M U M V I A B L E P R O D U C T
O U R D E V E L O P M E N T A P P R O A C H
Basic mechanics Rough graphic concepts Iterating on graphics,
mechanics, balancing
Finalizing UX, graphics,
mechanics, balancing
M I N I M U M V I A B L E P R O D U C T
O U R D E V E L O P M E N T A P P R O A C H
We believe that the most import thing is
the core gameplay measured by
D1 retention.
D1 Retention = the fraction of
players that return one day
after installing the game.
Idle Miner Tycoon Idle Factory Tycoon
It’s 75% with
this one
Also with this one
Most Free2Play games have a
D1 retention of 40%.
Not our games.
K O L I B R I G A M E S
S I M P L E P R O T O T Y P E
Outstanding D1 retention.
D1 = the fraction of players that return one day after installing the game.
Most Free2Play games have a D1 retention of 40%.
• Small team
• Find concept /
core mechanic
• Playable version
• Test & iterate
8
1. Start
Product Manager
Engineer
Designer
Artist
2. Minimum
viable
product
???
• Everyone in the
company
• Is the gameplay
fun?
• Fixing bugs
3. Internal
Testing
• Early day
retention
• Organic
downloads
• Rating & user
feedback
4
weeks
4. External
Testing
• Add team
members
• Build more
features
• Scale with user
acquisition
5. Scaling Up
forever
Game
Team
D E V E L O P M E N T P R O C E S S
O U R D E V E L O P M E N T A P P R O A C H
QA
A G E N D A
Our Story
About Idle Miner
Tycoon
Our development approach
Games as a service
We released Idle MinerTycoon
in July 2016.
Polishing and expanding the game
with more than 160 updates.
G A M E S A S A S E R V I C E
1 Development Sprint
1 Week
Planning Developing Testing
1 Update
U P D A T E P O L I C Y
G A M E S A S A S E R V I C E
1%
20%
100%
5%
Day 1: Identifying bugs via reporting tool
Day 3: User feedback and store reviews
Day 4: Release
Day 2: Identifying bugs via reporting tool
S T A G E D R O L L O U T
G A M E S A S A S E R V I C E
1%
20%
100%
5%
Day 1: Identifying bugs via reporting tool
Day 3: User feedback and store reviews
Day 4: Release
Day 2: Identifying bugs via reporting tool
S T A G E D R O L L O U T
G A M E S A S A S E R V I C E
How do we know which update
players will love the most?
Which idea is worth developing?
K E E P P L A Y E R S E N G A G E D
G A M E S A S A S E R V I C E
Community
Feedback
Data based
Qualitative decisions
Most of our players are located in the US and Europe.
Most players stay in the game for 9:24 minutes per session.
Nice, but now what?
Will players like a 5th
continent?
We don’t know and it’s too
costly to just test it.
So we have to just make a
decision.
Q U A L I T A T I V E D E C I S I O N S
G A M E S A S A S E R V I C E
A G E N D A
Our Story
About Idle Miner
Tycoon
Our development approach
Games as a service
T H A N K Y O U !
Nate Barker
Director of Business Development
nate.barker@kolibrigames.com
Thanks for listening
And thanks for coming! Next up, we’ll be focusing on ‘Platformer/Runner Games’.
We’ll share the details (when, where, and line up) at a later date, so stay tuned.
Any questions, feel free to email us at insights@gameanalytics.com.

Mais conteúdo relacionado

Mais procurados

Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...
Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...
Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...
Adrian Crook and Associates
 

Mais procurados (20)

2-Game Design (Game Design and Development)
2-Game Design (Game Design and Development)2-Game Design (Game Design and Development)
2-Game Design (Game Design and Development)
 
Killer Game Loops in Social Games
Killer Game Loops in Social GamesKiller Game Loops in Social Games
Killer Game Loops in Social Games
 
Life After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game EventsLife After Launch: How to Grow Mobile Games with In-Game Events
Life After Launch: How to Grow Mobile Games with In-Game Events
 
LAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative ElementsLAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative Elements
 
LAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and AnalysisLAFS SVI Level 3 - Game Design and Analysis
LAFS SVI Level 3 - Game Design and Analysis
 
GDC 2017: Evaluating Monetization Early
GDC 2017: Evaluating Monetization EarlyGDC 2017: Evaluating Monetization Early
GDC 2017: Evaluating Monetization Early
 
GAME 3400 Level Design - Moment Based Design
GAME 3400 Level Design - Moment Based DesignGAME 3400 Level Design - Moment Based Design
GAME 3400 Level Design - Moment Based Design
 
Game design through the eyes of gaming history
Game design through the eyes of gaming historyGame design through the eyes of gaming history
Game design through the eyes of gaming history
 
Game Development Step by Step
Game Development Step by StepGame Development Step by Step
Game Development Step by Step
 
LiveOps 101 | Andrew Munden
LiveOps 101 | Andrew MundenLiveOps 101 | Andrew Munden
LiveOps 101 | Andrew Munden
 
Game designer's journey 2.0
Game designer's journey 2.0Game designer's journey 2.0
Game designer's journey 2.0
 
Game Design Process
Game Design ProcessGame Design Process
Game Design Process
 
Case Study: Introducing LiveOps and F2P to Traditional Game Mechanics in Roll...
Case Study: Introducing LiveOps and F2P to Traditional Game Mechanics in Roll...Case Study: Introducing LiveOps and F2P to Traditional Game Mechanics in Roll...
Case Study: Introducing LiveOps and F2P to Traditional Game Mechanics in Roll...
 
Game monetization: Overview of monetization methods for free-to-play games
Game monetization: Overview of monetization methods for free-to-play gamesGame monetization: Overview of monetization methods for free-to-play games
Game monetization: Overview of monetization methods for free-to-play games
 
Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...Developing an effective LTV model at the soft launch and keeping it valid fur...
Developing an effective LTV model at the soft launch and keeping it valid fur...
 
Brief Introduction to Game Design
Brief Introduction to Game DesignBrief Introduction to Game Design
Brief Introduction to Game Design
 
How to make people love your game in 90 seconds or less
How to make people love your game in 90 seconds or lessHow to make people love your game in 90 seconds or less
How to make people love your game in 90 seconds or less
 
LAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game DocumentationLAFS PREPRO Session 2 - Game Documentation
LAFS PREPRO Session 2 - Game Documentation
 
Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...
Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...
Clash Royale Mobile Game Teardown or Deconstruction by Adrian Crook & Associa...
 
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...
Improving LTV with Personalized Live Ops Offers: Hill Climb Racing 2 Case Stu...
 

Semelhante a What we learned: Idle Miner Tycoon and Idle Factory Tycoon - Kolibri

Altermyth Overview
Altermyth OverviewAltermyth Overview
Altermyth Overview
Ihsan Wahab
 
Final presentation for mobile strategy
Final presentation for mobile strategyFinal presentation for mobile strategy
Final presentation for mobile strategy
David Chen
 

Semelhante a What we learned: Idle Miner Tycoon and Idle Factory Tycoon - Kolibri (20)

Fireballs, necromancy & M&M’s - how to do gamification?
Fireballs, necromancy & M&M’s - how to do gamification?Fireballs, necromancy & M&M’s - how to do gamification?
Fireballs, necromancy & M&M’s - how to do gamification?
 
IT Defender - a HTML5 game for IT Managers
IT Defender - a HTML5 game for IT ManagersIT Defender - a HTML5 game for IT Managers
IT Defender - a HTML5 game for IT Managers
 
Insider Strategies for Creating Successful Mobile Games
Insider Strategies for Creating Successful Mobile GamesInsider Strategies for Creating Successful Mobile Games
Insider Strategies for Creating Successful Mobile Games
 
Land of Web - Credentials 2018
Land of Web - Credentials 2018Land of Web - Credentials 2018
Land of Web - Credentials 2018
 
Luke Hohmann's Software Guru 2009 Keynote: Innovation In Software
Luke Hohmann's Software Guru 2009 Keynote: Innovation In SoftwareLuke Hohmann's Software Guru 2009 Keynote: Innovation In Software
Luke Hohmann's Software Guru 2009 Keynote: Innovation In Software
 
Successful In-Game Ads: The Secret Sauce for Monetization | Tammy Levy
Successful In-Game Ads: The Secret Sauce for Monetization | Tammy LevySuccessful In-Game Ads: The Secret Sauce for Monetization | Tammy Levy
Successful In-Game Ads: The Secret Sauce for Monetization | Tammy Levy
 
Successful In-Game Ads: The Secret Sauce for Monetization | Tammy Levy
Successful In-Game Ads: The Secret Sauce for Monetization | Tammy LevySuccessful In-Game Ads: The Secret Sauce for Monetization | Tammy Levy
Successful In-Game Ads: The Secret Sauce for Monetization | Tammy Levy
 
CognitiveClouds Customer Presentation
CognitiveClouds Customer PresentationCognitiveClouds Customer Presentation
CognitiveClouds Customer Presentation
 
GDC Taipei 2013: Creating International Hits from China
GDC Taipei 2013: Creating International Hits from ChinaGDC Taipei 2013: Creating International Hits from China
GDC Taipei 2013: Creating International Hits from China
 
Royal Revolt Post Mortem
Royal Revolt Post MortemRoyal Revolt Post Mortem
Royal Revolt Post Mortem
 
Altermyth Overview
Altermyth OverviewAltermyth Overview
Altermyth Overview
 
Doing Things That Don't Scale - Counter intuitive marketing for startups...
Doing Things That Don't Scale - Counter intuitive marketing for startups...Doing Things That Don't Scale - Counter intuitive marketing for startups...
Doing Things That Don't Scale - Counter intuitive marketing for startups...
 
2020 Experience Transforming Trends
2020 Experience Transforming Trends2020 Experience Transforming Trends
2020 Experience Transforming Trends
 
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...
Eric Seufert, GDC 2014: Profitably launching Jelly Splash to #1, a marketing ...
 
G3 GDC 2015 - Bringing Western Mobile Games to China
G3 GDC 2015 - Bringing Western Mobile Games to ChinaG3 GDC 2015 - Bringing Western Mobile Games to China
G3 GDC 2015 - Bringing Western Mobile Games to China
 
AltConf - Products need a vision, not just features
AltConf - Products need a vision, not just featuresAltConf - Products need a vision, not just features
AltConf - Products need a vision, not just features
 
Final presentation for mobile strategy
Final presentation for mobile strategyFinal presentation for mobile strategy
Final presentation for mobile strategy
 
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...
How ASO Has Changed in 2019 and What’s Next. Our experience in creatives and ...
 
10 Things We Learned at GDC San Francisco
10 Things We Learned at GDC San Francisco10 Things We Learned at GDC San Francisco
10 Things We Learned at GDC San Francisco
 
Points don't make it a game!
Points don't make it a game!Points don't make it a game!
Points don't make it a game!
 

Último

Obat Penggugur Kandungan Di Apotik Kimia Farma (087776558899)
Obat Penggugur Kandungan Di Apotik Kimia Farma (087776558899)Obat Penggugur Kandungan Di Apotik Kimia Farma (087776558899)
Obat Penggugur Kandungan Di Apotik Kimia Farma (087776558899)
Cara Menggugurkan Kandungan 087776558899
 

Último (6)

Leading Mobile App Development Companies in India (2).pdf
Leading Mobile App Development Companies in India (2).pdfLeading Mobile App Development Companies in India (2).pdf
Leading Mobile App Development Companies in India (2).pdf
 
Powerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost Lover
Powerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost LoverPowerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost Lover
Powerful Love Spells in Arkansas, AR (310) 882-6330 Bring Back Lost Lover
 
9999266834 Call Girls In Noida Sector 52 (Delhi) Call Girl Service
9999266834 Call Girls In Noida Sector 52 (Delhi) Call Girl Service9999266834 Call Girls In Noida Sector 52 (Delhi) Call Girl Service
9999266834 Call Girls In Noida Sector 52 (Delhi) Call Girl Service
 
Obat Penggugur Kandungan Di Apotik Kimia Farma (087776558899)
Obat Penggugur Kandungan Di Apotik Kimia Farma (087776558899)Obat Penggugur Kandungan Di Apotik Kimia Farma (087776558899)
Obat Penggugur Kandungan Di Apotik Kimia Farma (087776558899)
 
BDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort Service
BDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort ServiceBDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort Service
BDSM⚡Call Girls in Sector 71 Noida Escorts >༒8448380779 Escort Service
 
FULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCR
FULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCRFULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCR
FULL ENJOY - 9999218229 Call Girls in {Mahipalpur}| Delhi NCR
 

What we learned: Idle Miner Tycoon and Idle Factory Tycoon - Kolibri

  • 1. <> M a k i n g H i t C a s u a l G a m e s 9th of October 2019Meetup < >
  • 2. What did we learn while building Our Idle Games?
  • 3. N A T E B A R K E R Director of Business Development at Kolibri Games New York University Alumnus. Marketing at Disney Mobile and Linekong Interactive. Evangelist at Chartboost.
  • 4. A G E N D A Our Story About Idle Miner Tycoon Our development approach Games as a service
  • 5. A G E N D A About Idle Miner Tycoon Our development approach Games as a service Our Story
  • 6. A G R O W T H S T O R Y K O L I B R I G A M E S This is a story about how we created a gaming franchise spanning more than 100M downloads. And a story about passion, resilience, hard work and long hours.
  • 7. H O W I T A L L S T A R T E D K O L I B R I G A M E S Humble beginnings in the student apartment.
  • 8. Our first project failed. Why? • Waterfall development instead of agile approach. • Very complex technical approach. • No testing for months.
  • 9. So we started from scratch again. And thought about a new genre we wanted to be in. Restart
  • 10. K O L I B R I G A M E S S I M P L E P R O T O T Y P E No 3D artwork No social features No localization No IAPs No ad mediation No longterm motivation No cloudsave 2 0 1 6
  • 11. K O L I B R I G A M E S S I M P L E P R O T O T Y P E 2 0 1 6 And it reached an outstanding D1 retention. D1 = the fraction of players that return one day after installing the game. Most Free2Play games have a D1 retention of 40%.
  • 12. K O L I B R I G A M E S G A M E S A S A S E R V I C E Polishing and expanding our games with weekly updates.
  • 13. K O L I B R I G A M E S G A M E S A S A S E R V I C E 1 Development Sprint 1 Week Planning Developing Testing 1 Update
  • 14. We began our first steps of marketing in June 2017 and scaled revenue 10x within 3 months. 2 0 1 7
  • 15. D E C 2 0 1 7 We decided to move to Berlin. 30 of our people trusted us and moved with us.
  • 16. 2 0 1 8 We grew our portfolio to 2 idle games
  • 17. 2 0 1 9 We grew our team to over 100 people
  • 18. 100 MILLION DOWNLOADS Success is no accident. It’s the result of preparation, hard work and learning from failure.
  • 19. A G E N D A Our Story Our development approach Games as a service About Idle Miner Tycoon
  • 20. O T H E R I D L E G A M E S K O L I B R I G A M E S
  • 21. F E A T U R E S I D L E M I N E R T Y C O O N Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
  • 22. F E A T U R E S I D L E M I N E R T Y C O O N Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
  • 23. F E A T U R E S I D L E M I N E R T Y C O O N Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
  • 24. F E A T U R E S I D L E M I N E R T Y C O O N Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
  • 25. E V E N T M I N E S I D L E M I N E R T Y C O O N
  • 26. S E A S O N P A S S I D L E M I N E R T Y C O O N The Idle Miner Tycoon version of the popular Battle Pass known from games like Clash of Clans, Fortnite and other Top-Grossing Mobile Games.
  • 27. Casual / Hyper Casual Easy to pick up Easy to play Mid-core Strong social mechanics Meta Game Long-term retention Idle Short sessions Quick progress/success Player Friendly Ad Monetization
  • 28. I D L E M I N E R T Y C O O N K O L I B R I G A M E S Mine Transport Sell Mine Mine Upgrade Mine Transport Sell Mine Mine Upgrade Choke Choke Choke
  • 30. I D L E M I N E R T Y C O O N K O L I B R I G A M E S Time vs. Money Unblock Barriers Double revenue
  • 31. H O W D O E S I D L E M I N E R M O N E T I Z E ? K O L I B R I G A M E S Advertisements In-App Purchases
  • 32. A G E N D A Our Story About Idle Miner Tycoon Games as a service Our development approach
  • 33. Games are a hit-driven business. The faster you can find out that a game doesn't work, the lower the costs.
  • 34. What is the most important thing to do? Say to a lot of things NO!
  • 35. O U R D E V E L O P M E N T A P P R O A C H Our biggest inspiration
  • 36. Basic mechanics M I N I M U M V I A B L E P R O D U C T O U R D E V E L O P M E N T A P P R O A C H
  • 37. Basic mechanics Rough graphic concepts M I N I M U M V I A B L E P R O D U C T O U R D E V E L O P M E N T A P P R O A C H
  • 38. Basic mechanics Rough graphic concepts Iterating on graphics, mechanics, balancing M I N I M U M V I A B L E P R O D U C T O U R D E V E L O P M E N T A P P R O A C H
  • 39. Basic mechanics Rough graphic concepts Iterating on graphics, mechanics, balancing Finalizing UX, graphics, mechanics, balancing M I N I M U M V I A B L E P R O D U C T O U R D E V E L O P M E N T A P P R O A C H
  • 40. We believe that the most import thing is the core gameplay measured by D1 retention. D1 Retention = the fraction of players that return one day after installing the game.
  • 41. Idle Miner Tycoon Idle Factory Tycoon It’s 75% with this one Also with this one Most Free2Play games have a D1 retention of 40%. Not our games.
  • 42. K O L I B R I G A M E S S I M P L E P R O T O T Y P E Outstanding D1 retention. D1 = the fraction of players that return one day after installing the game. Most Free2Play games have a D1 retention of 40%.
  • 43. • Small team • Find concept / core mechanic • Playable version • Test & iterate 8 1. Start Product Manager Engineer Designer Artist 2. Minimum viable product ??? • Everyone in the company • Is the gameplay fun? • Fixing bugs 3. Internal Testing • Early day retention • Organic downloads • Rating & user feedback 4 weeks 4. External Testing • Add team members • Build more features • Scale with user acquisition 5. Scaling Up forever Game Team D E V E L O P M E N T P R O C E S S O U R D E V E L O P M E N T A P P R O A C H QA
  • 44. A G E N D A Our Story About Idle Miner Tycoon Our development approach Games as a service
  • 45. We released Idle MinerTycoon in July 2016. Polishing and expanding the game with more than 160 updates. G A M E S A S A S E R V I C E
  • 46. 1 Development Sprint 1 Week Planning Developing Testing 1 Update U P D A T E P O L I C Y G A M E S A S A S E R V I C E
  • 47. 1% 20% 100% 5% Day 1: Identifying bugs via reporting tool Day 3: User feedback and store reviews Day 4: Release Day 2: Identifying bugs via reporting tool S T A G E D R O L L O U T G A M E S A S A S E R V I C E
  • 48. 1% 20% 100% 5% Day 1: Identifying bugs via reporting tool Day 3: User feedback and store reviews Day 4: Release Day 2: Identifying bugs via reporting tool S T A G E D R O L L O U T G A M E S A S A S E R V I C E How do we know which update players will love the most? Which idea is worth developing?
  • 49. K E E P P L A Y E R S E N G A G E D G A M E S A S A S E R V I C E Community Feedback Data based Qualitative decisions
  • 50. Most of our players are located in the US and Europe.
  • 51. Most players stay in the game for 9:24 minutes per session.
  • 52.
  • 53. Nice, but now what?
  • 54. Will players like a 5th continent? We don’t know and it’s too costly to just test it. So we have to just make a decision. Q U A L I T A T I V E D E C I S I O N S G A M E S A S A S E R V I C E
  • 55. A G E N D A Our Story About Idle Miner Tycoon Our development approach Games as a service
  • 56. T H A N K Y O U ! Nate Barker Director of Business Development nate.barker@kolibrigames.com
  • 57. Thanks for listening And thanks for coming! Next up, we’ll be focusing on ‘Platformer/Runner Games’. We’ll share the details (when, where, and line up) at a later date, so stay tuned. Any questions, feel free to email us at insights@gameanalytics.com.