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Create free account[Music] okay let's go hello everyone this is Joe from Sue Hara and we are relatively new in the market but we have some of the interesting trials for Idol game publishing and also crafting this great game so as you see here this game is called either cook itself is a very first self developer casual game actually our mother company is cultured again we are previously I have co-op eg a publishing publishers but once when we created this game we found out it's pretty interesting how large and it's like a golden humming in the Chinese market and as well as for the global market for the idol chinos so hey how
does this work the green one okay great so I would say some of the bullet points out like to share the first one I would say something about the production size and also some of the trials sweetie in the mock inside and in the in the last point if you want to cooperate someone with the experience specializing the original and you can contrast how to go back I made double kill yes so we spent like a month to decide which thing we would like to go for our very first titles so basically we found out with with this some of the research yourself and found out pretty much every developer in the market is that doing two things the first one is to mix Geno's and the second one is to enhance
the user experience from head to toes so as you can see here there are some of the great titles charmers garden scapes and recently the FK arena that doing pretty much the one thing it's mixer channels are bg+ mastery mastery + simulation stuff so in the end we TI seen that focus on the food tycoon and plus some of the RPG elements and also as well as the simulation parts and for the second point the user experience actually there is an interesting story so back to this para King is one of the regional heating in the market but not as the global hit one so Cohen mas came out they took everything from the hurricane and the disengageable to really innovative the front that you say experience tide and now with we saw
commerce as to be a 14 million US dollars must be un rate struggling with this okay so for a casual game especially for adult game yeah two points the first one is you need to pick out the rising second one is how could it be a favorite variable wine from the you a perspective so in the right right in the right path and we can say a truss that is what Facebook like Facebook share some of the stats online and you can just tap out the Facebook benchmark for casual games and you can solve these stats so there is a rich house kpi's for developers so if you can have let's say the CPI is about 50 Cent's and day 1 retention is about
50 plus and a 7 retention is about 10% so pretty much every publishers they want to reach out to you and to see how it goes and how to explore the opportunity with you guys and if you got the amazing KPS right there if your game is like a twenty five cents of the CPI and the one reaching about 35 and the seven is about 22 and that's basically a global hit benchmark and you can reach that every publisher well kill each other for that so and when we decide our games we found out to extend the concept here's an example so we found out the ski sing in the market could be shipping CPI but it can be very long time and we extended the concept into a more global wide welcome popular sports in and it will lower the CPI and second is we found out as a publisher and also to
Viper which has other games every day every day to see what the super goes so there are some of the special thing is all-time favorite by the Marcus they say the Mafia zombie and you can contact me for more information about that part yeah nope don't work in okay so how to do great titles you need to have a great core gameplay we found out pretty much every other game they may have decent day 1 retention let's say 15 something but they taste some of retention stocks and how to improve that so basically we found out they are true or no how certain may help you the first one you need to get the right formula for your games so pretty much for let's say other venture capitalists I don't miners there
are some of the open great formulas in the market and you can just research it online so once you have a great good formula you probably will have a decent 7 retention that said 10% but how to beyond that then you need to have a fresh-caught gameplay and contents that finish the place for your games and can contribute to the same orientation to let's say 15 percent or even 20 percent here's what we did in other cook so besides the I don't typical adult gameplay and we added something more so you need to unlock every stages by getting the right recipe even as myself personally I'm a foodie but I am terrible to casing the right formula for every if a cuisine around the world I believe this is a machine food I probably would say I want once one when I tried out 50 times I can get the right formula it's challenging powder is really fun so the helps us to
improve the taste and retention we are a new in the adult game market and we published ourselves there something the host a cashier so basically in the verse early stages we did also unchanged in two countries the Brazil and the US the reason for pure zero is quite straightforward because you can use the English creatives for the marketing and the rotation from Brazil can be said as a benchmark compared to the US market or even some of the Western market and for the um we also did a stress test us because once we know our intention is little screwed in the US market and also have a decent CPR we can definitely survive and to scale up that success globally and for the global / global market we will do one or two runs of the
UI worldwide and to invest more on the recover countries once we can know we can definitely recoup the back of the money and here are three major market in general so we use for either games the first one is definitely for sure everyone knows Facebook it's always reliable and you can there are some of the interesting features always welcomed by us specialists you can set by the group and also you can do some of the AP test and video channels is pretty interesting because video channels can get you this and the downloads every day and the players from the video channels are very competitive compared to the Facebook because all the players from the video channels they have more value in the ad monetization side and also we can use some of that great player both church fact more users with a very low CPI in these channels and for Google everyone knows you got a decent CPI from
Google and if you consider in talking the charts Google is absolutely a choice because you can get attractive instantly a large amount of the new stores every day and here full stages we used for our launching with eval so launched in Brazil and the USA and we also did one or two runs on the a global there's a couple showers to find out the difference between the countries and in which country and channel so you can recoup your money and once we know there are some with every channel so we can definitely recruit the money we invest more heavily weighted on these marketing channels and countries and in the last stages we would definitely talk in the charts for our games if we eat every no we have a decent CPI and we also can get officiated by the I post oh by the way either cook got official by horse let's say over 40 countries as a game of
day in China and the US so I'm talking the chance can attract a lot of the free stores though can occur users have if you if you again have a great organically used as a rotation I definitely suggest you to talk in the chance for your game as a publisher from a publisher perspective we did all these things all along with our games we update the game constantly for our other cool it's like a two weeks update and in the sofa launches stages we update our game every week and we also did some of the ASO to try to attract more energy users because in some of the countries is a little bit tricky to balancing the to balancing the cost and the revenue so once we cast some of the decent oak energy users it can help us to achieve
positive ROI and we also improve the as monetization because everyone knows as monetization is she into balancing the okuda retention and trophy different as monetization so I would say as develop yourself window to trio for I do COO out there one returning chain is like 50 something but if it had been at the very beginning it's like Chinese dancing we took two months is to have us together a good day 1 retention about the 50 something and they serve orientation is a little bit trickier than that with the chance of the work to help us to improve the test cementation as I said with the some of the minigames and we created a some fresh coffee and place to improve that and we also have a team to help us to improve the as monetization side and also the have us to balancing the user
experience and keep updates as well so I would just skip this part being a very quick because we did the sound there so we do some of the as monetization side through our I do cook we we establishes something the house sell can definitely improve for the Idaho channel so if you are have an adult adult Ethel and to want to explore some good upper 20s with a publisher and we can definitely talk in probably about that so every any questions because I want to ask as many questions do you guys have questions so pretty much if you have any questions about the other games and also you have some decent cash
again so you can reach out to me [Music]
The presentation outlines strategies for designing and publishing successful idle games, emphasizing the importance of genre hybridization, user experience optimization, and data-driven marketing. The core thesis posits that idle games achieve market success by blending established mechanics—such as RPG elements, simulation, and tycoon systems—with innovative user experiences that enhance long-term retention.
Key findings highlight specific performance benchmarks essential for attracting publishers and scaling globally. A successful idle title typically targets a cost-per-install (CPI) of approximately 25 cents, a day-one retention rate of 35 percent, and a day-seven retention rate of 22 percent. To reach these metrics, developers are encouraged to refine core gameplay loops by integrating fresh content, such as mini-games or complex recipe-unlocking systems, which help push day-seven retention beyond the standard 10 percent threshold.
The methodology for launching involves a structured, multi-stage approach. Initial soft launches in markets like Brazil and the United States serve as stress tests to validate retention and CPI before a global rollout. Marketing efforts leverage platforms like Facebook for A/B testing and audience targeting, while video channels are utilized for their high-value users and ad monetization potential. Google is identified as a primary channel for driving high-volume organic downloads to climb app store charts.
The scope of this analysis covers the global mobile gaming market, with a specific focus on the casual and idle segments. The speaker advocates for constant iteration, suggesting that developers should implement bi-weekly updates and rigorous App Store Optimization (ASO) to balance acquisition costs with revenue. Ultimately, the ability to demonstrate a positive return on investment through these combined strategies is presented as the primary driver for securing publisher interest and achieving sustained commercial success.
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