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2021 Predictions #8 Three Growth Opportunities Unlocked by IDFA Depreciation

Deconstructor of Fun

But given the degree to which speculation about IDFA has dominated discussions about mobile games marketing since June, before jumping into the substantive predictions for the year, it makes sense to commence the piece with a set of machine-gun hypotheses around the direct impacts on mobile games advertisers of IDFA deprecation. Not really.

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Share my cocos creator plugin development tips and tools

Cocos

Early personal development of the number of plug-ins a little too much, are some of the small tools, but also thanks to so many plug-ins, let me in the process of maintenance, found a lot of pain points, and slowly formed a set of solutions. Run the plug-in project This is the last pain point I encountered. x versions.

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Diablo: Immortal and Aesthetic Gacha-ism

Keith Burgun

Monsters and encounters are re-used way beyond the point where they’re interesting anymore. Here are some more specific examples of gacha-ism mechanics that we see all over our games, gacha and otherwise: The (dreaded) crafting system. Items or upgrades are made smaller and smaller to extend the length of the power curve.

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How to Make Board Games for a New Audience

Brand Game Development

Click here. You might expect me at this point to say “here are 5 ways you know you’re ready to change your audience.” You can do this through passive means such as advertising or active means such as social media and conventions. Just here for Highway s & Byways updates? Reach out to new channels.

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How to Choose & Use a Board Game Marketing Strategy that Works

Brand Game Development

Some common marketing strategies include paid advertising, relationship marketing (customer loyalty), undercover/stealth marketing, cause marketing, word-of-mouth, and internet marketing. Know how to describe mechanics that are in your game and see who it appeals to. They are all pretty much what they sound like.

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A Crash Course in Board Game Development

Brand Game Development

It involves creating mechanics that determine how players interact with the game. Selling involves creating a game that has something about it that makes people want to click Add to Cart or grab it off the game store shelf. There is also the matter of setting a price point that works for folks. Final Thoughts.

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What Web3 Games Should Learn from Designing Fun Game Markets

Deconstructor of Fun

At every point in the skill spectrum, players should see a path to improve, as well as see greater winnings as a result of their improvement. Clicking on dots that move around a screen may be tedious. However, if the dots are monsters and clicking shoots a fireball, it becomes fun. Skill curve.

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