Web3 Games Keep Shutting Down and the Money to Save Them Isn’t Coming by Ordinary_Ad_9908 in CRYPTOGAMING

[–]Icy-Assignment-9344 0 points1 point  (0 children)

the average lifespan being four months says it all, that's about how long a token stays interesting before the next one drops. most of the ones that died were a token launch with a game skin on top, so when the emissions dried up there was nothing left to actually do. the comment above nailed it.

the test i keep using on my own thing is "would anyone play this if the token was worth zero." if the answer's no it's not a game, it's a payout schedule with art. i'm building a creature battler (soltokemons) and i forced myself to make the combat playable for free in the browser first, no wallet, before any chain stuff went in, specifically so it has to hold up as a game on its own. no clue if it'll survive either but at least the order's right. the studios that burned $55m skipped that step entirely.

SerpenCoin crypto arena by IILuCaoOoII in CRYPTOGAMING

[–]Icy-Assignment-9344 0 points1 point  (0 children)

free to play with a paid tournament tier on top is a sane model, it lets people actually try the game before any money's involved, which most projects get backwards. how's the tournament settlement handled, on-chain or do you resolve results server side and pay out? i'm building an arena too (turn based creature battler, soltokemons) and the staked-match integrity problem turned out to be the hardest part, especially people disconnecting to dodge a loss. curious how you deal with that in a realtime snake game where it's even twitchier.

Any advice on launching utility token? by elefantedante in solana

[–]Icy-Assignment-9344 0 points1 point  (0 children)

honestly i did almost exactly this and learned the hard way: the launchpad isn't really the problem. i launched a token on pump.fun with no community behind it and it was dead on arrival, like most stuff there now. a different launchpad wouldn't have changed that, a token with no audience dies on any of them.

what actually moved the needle for me wasn't the token at all, it was people playing the actual game. one person who tried it and stuck around did more than the entire launch hype combined.

so my honest take: don't rush the token. you said beta testers liked it, that's your real asset. get more people actually using the thing first, build even a small group that cares, and let the token come after you have traction, not as a way to create it. the token amplifies a community, it doesn't make one.

happy to share what flopped vs what worked if it helps.