How My Dumb Mobile Game Got 400k Downloads
Video Statistics and Information
Channel: Will Kwan
Views: 1,297,357
Rating: undefined out of 5
Keywords: game development, game dev, hypercasual, mobile game, unity, mobile game publisher, voodoo, app store, indie game, game design, app development, mobile app, app marketing, indie game marketing
Id: zkIfCo2JxJY
Channel Id: undefined
Length: 13min 23sec (803 seconds)
Published: Tue Oct 08 2019
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
I had a hard time clicking the link to watch the video but Iām glad I did. Was expecting something about a smug designer who thought he had something clever, but actually found a guy that spent 6 months to make $2500 in revenue off 400k installs that he never got paid out for. The bleakness of the results is actually really accurate and op does not mince words about it. He reveals the terribleness of maso core hypercasual games that get pushed by media influencers who are just trying to fill hours so they can sell their own twitch ads and subs. Flappy did well because pewdiepie used it to generate schadenfreude for his audience and a bunch of little kids in his audience installed it and it made a culture zeitgeist wave.
Very interesting story and approach. I've focused my career in interpersonal clients, choosing those with better ideas (in my mind at least), and I've tried to help other clients to achieve their ideas and make them into products.
The state of the mobile games industry is very troubling because quality games are few and apart, as the video creator said, they just shoot darts and see what sticks. Spoiler alert: Nothing does, because those aren't real EXPERIENCES. They're only minigames. A minigame won't have any long lasting appeal, unless it's very lucky, well placed, or REALLY fun. Again, since there is no real game design beyond "well, the pipe is coming, tap to avoid it", there's a very low possibility of those things happening.
All in all, very thought provoking video. Thanks for sharing.
I'd want the guy to make more hypercasual games just so he'd make more videos about it. He was actually entertaining as well informative.
Hypercasual games have their place, IMO. They existed for a long time before the mobile market made them popular again. In the 90s and early 00s, there were these god-awful chinese portable games ( which the filthy casuals who bought them for thier kids called tetrises, even though the games weren't tetris ) with 6x12 LCD screens that had one game each, and they were all really simple mechanically and also graphically. It fills that exact niche. It's weirdly the same reason those infernal things were called tetrises in the first place - Tetris is the original game filled that niche.
Now we just have advanced graphics and an existing device for the same type of gameplay. Super Hexagon is a brilliant example of a hypercasual game and it's flipping great, but that's because Terry Cavanaugh had the decency to add clear steps of progress and an ending, and spend a bit more than a few days making the core gameplay it feel great.
Awesome video. Loved it
This was a really good video.
Hi, thanks for the video and sorry to hear it worked out that way!
But the part where you said that Voodoo made only 250k in a month might not be correct.
Sensor Tower can't estimate ad revenue. Only revenue from IAP and subscriptions.
Source (Sensor Tower employee answered a question): https://www.quora.com/How-does-Sensor-Tower-revenue-estimate-work
You mentioned the possibility for an actually good hypercasual game that would appeal to both gamers and non-gamers. Would the game Badlands fit your description? It only has one control(tap, just like flappy bird), but the depth is incredibly, and the puzzles are actually quite challenging at later levels. Even the aesthetic is minimal, mostley black with a barren background. I know it changed my view of games, because of how much they accomplished with so little.