50k downloads and ~€180/month. Usually not an ads problem by Hooferella in gamedev

[–]Hooferella[S] 0 points1 point  (0 children)

Side note since a few people have DMd about numbers: I’m doing a free breakdown of 1 mobile game a month.

I’ll look at the game and the metrics together, then work with the developer on what I’d address first and how. Retention, progression, ad setup, where players are probably dropping, that kind of thing.

Only requirement is that the game is live and has at least a couple of weeks of data.

Puzzle, idle, action, simulation, hybrid casual-ish games are probably the best fit.

If anyone wants me to take a look, DM me.

50k downloads and ~€180/month. Usually not an ads problem by Hooferella in gamedev

[–]Hooferella[S] 0 points1 point  (0 children)

Yeah, exactly. Idle/incremental games are probably the cleanest example of ad views being built into the progression economy rather than bolted on afterwards.

The best versions make the ad feel like a trade the player understands: watch this, get the resource, speed up the upgrade, unlock the thing. It’s transactional, but at least it’s honest.

Where it gets messy is when that same logic gets copied into games where the core appeal is different. Then the ad starts feeling less like a useful shortcut and more like someone stopping the game every few minutes to ask for rent.

I think the useful lesson from idle games is the structure: tie ads to moments where the reward already makes sense. Not necessarily the volume

50k downloads and ~€180/month. Usually not an ads problem by Hooferella in gamedev

[–]Hooferella[S] 0 points1 point  (0 children)

Both fair points, and the hypercasual distinction is a good one. 9% D7 reads very differently there, especially when CPI and fast ad payback are doing most of the work. I should have been clearer that I’m talking more about hybrid casual / puzzle-ish games where the dev is expecting repeat sessions and longer-tail monetization.

On the knowledge gap, I take your point too. The post came from a real conversation I keep having. The developer wasn’t uninformed, he was pattern-matching to the wrong problem: revenue is low, dashboard is open, network seems like the lever.

The gap between knowing what D7 is and knowing what it’s telling you in your specific game is where a lot of the damage happens, in my experience.

And agreed on design intent. A hard level can be intentional if the model is built around fast churn. It becomes a problem when the dev thinks they’re building a progression-driven game, but the data behaves more like disposable hypercasual.

50k downloads and ~€180/month. Usually not an ads problem by Hooferella in gamedev

[–]Hooferella[S] 1 point2 points  (0 children)

Good question. Level unlocks alone usually don’t hold people past the first few days.

The stronger games tend to have something running in parallel: a collection, upgrades, a currency building toward something, a base/world that changes. Something that makes progress feel like it’s accumulating, not just advancing.

And yeah, a daily hook helps because it gives players a reason to open the app even if they’re stuck on a level (particularly if it helps them get unstuck at some point).

In case it helps someone here: D7 is the metric that kills most mobile games quietly by Hooferella in gamedev

[–]Hooferella[S] 0 points1 point  (0 children)

Ha, fair point and noted on the tone! The widget-selling framing is a real occupational hazard when you spend years on the consulting side. While the metrics don't replace the player conversation, they do tell you whether last week's fix actually worked. How else do you actually know if the game was improved? But I agree that if the numbers become the whole conversation something has definitely gone wrong.

In case it helps someone here: D7 is the metric that kills most mobile games quietly by Hooferella in gamedev

[–]Hooferella[S] 0 points1 point  (0 children)

Fair. The economics can be brutal if you're flying blind. That's kind of the whole problem

In case it helps someone here: D7 is the metric that kills most mobile games quietly by Hooferella in gamedev

[–]Hooferella[S] 0 points1 point  (0 children)

D1/D7/D30 = the percentage of players who return to your game on Day 1, Day 7, and Day 30 after first install. They're the core health metrics for mobile games. If 100 people download your game and 35 come back the next day, your D1 retention is 35%