3 simple steps to killer game ideas!
André Noller, game lead at Sunday, shared an article of 3 steps to generate good game ideas. Summary of the problems! Where to focus? Too many options can cause...
Scaling ads with the «App Management API»
Scaling ads is about increasing the number of targeted actions while maintaining their value. Uri Danan, CrazyLabs Head of Product Management, leads the team...
Escalators and the pursuit of the top charts
Bayasaglan Lkhamdorj, co-founder of Black Candy, talked about the collaboration with Supersonic Studios that made their game, Escalators, a top-20 hit in both...
5 myth’s about hyper-casual games
Ivan Fedyanin, CEO and co-founder of Ducky, revealed 5 popular myths about hyper-casual hit games. Hyper-casual games are satisfying and addictive games with...
How to generate successful hyper-casual game ideas?
When creating a new game, most of us become stuck in the first part, generating a successful game idea. MondayOFF has shared a helpful article on how to generate...
Basic metrics of hyper-casual games
What metrics of hyper-casual games are important for the release of a potential hit? Usually, publishers of hyper-casual games test product metrics before developers...
Basics of hyper-casual game creation
MondayOff shared an article, about basics of making hyper-casual games, what you need to know and do before making your first game to make it a hit! Develop your...
How to turn a hypercasual trend into a marketable concept
What is hypercasual trend? Uri Ron, Market Research Expert at Supersonic Studios, dives into the top hypercasual games from VOODOO, CrazyLabs, Homa Games, Zynga,...
Game art and its effectiveness in hyper-casual games
Whether you’re an artist or a game developer, game art is critical to creating a successful hyper-casual game. Antony Oms and Florian Laizet, game artists...
Luna and improving advertising creatives
Higgs Studio is a puzzle game studio that’s part of Higgs Technology. Hear from Crystal Guo, Head of User Growth at Higgs Studio, about her experience using...
Unity and how to start developing games
Have you ever thought about developing your own game? Out of curiosity, for a living, or for self-development. Or maybe it is your life-long dream, but you do...
The marketability test and its improved iterations
Keren Barkay, Publishing Manager at Supersonic Studios, is on the front lines of reviewing games submitted for testing and providing feedback based on the results....
The importance of visual rewards in hyper-casual games
Hyper-casual games are straight to the point. With simple controls, short levels, and low difficulty, hyper-casual games offer what people nowadays enjoy the...
How to make your first hit in 9 months, on the example of Flex Run 3D
In December 2020, two young programming students called Harvey Roberts and Mathis Delaunay founded Blue Monkey Studio. Nine months later, their first hit game,...
How ironSource and FreePlay took Count Masters to #2 on the charts
When FreePlay, a hyper-casual game publisher, launched Count Masters, the game quickly went viral and enjoyed the #1 spot in the top charts. Though most hyper-casual...
Four ZPLAY secrets for making hit games
In hyper-casual games, developers and publishers are the closest partners who, through collaboration, create hit games. Publishing company ZPLAY has shared an...
Why the Pay Per Prototype model has stopped working and breaks mobile game developers
Long story short: the market has changed, it has become more demanding on prototypes, and the quantitative approach no longer works. The co-founder of Azur Games,...
The Sky’s the Limit: BoomBit’s Lesson in Scaling with Snap
Snap has shared a case study on BoomBit’s games scaling with Snap Ads. During their ongoing collaboration, they have achieved outstanding metrics for “Make...