Mob Control
GameBy VOODOO
Documents about Mob Control
How to pick Admon partners, Ads library bonanza & research, Game review radar vol2 (#80)
Optimizing mobile game monetization requires a disciplined, data-centric approach that prioritizes independent performance metrics over the recommendations of ad network representatives.
- When managing an ad monetization stack, remove or replace any ad network that generates less than 5% of total revenue to ensure networks are effectively competing and bidding up prices.
- To optimize ad network performance without direct contact, launch networks via A/B tests to verify positive impacts on ARPDAU before rolling out to 100% of traffic.
- Night Crows has demonstrated significant stability in the Korean market, maintaining approximately $25 million in monthly mobile revenue despite a sharp decline in monthly downloads from 300,000 to 30,000.
From hypercasual to hybridcasual - The Voodoo story (#70)
The mobile gaming industry is undergoing a structural shift as companies move away from traditional hypercasual models toward hybridcasual frameworks.
- Voodoo has shifted its business model from hypercasual to hybridcasual, reducing its output to approximately four game launches per year to focus on longer-term retention and monetization.
- The hybridcasual strategy involves adding meta-game layers, such as base building, unit upgrades, and gacha-style progression, to simple core gameplay loops to increase player lifetime value.
- Mob Control serves as a primary example of this transition, evolving from a simple hypercasual mechanic inspired by Fireballs 3D into a deeper game with a metagame that contributes significantly to its revenue.
Brawl Stars' UA & Creative Strategies, Game Review Radar vol4, GAM not dead yet? (#106)
Brawl Stars has successfully revitalized its market position, doubling year-over-year monthly revenue seven years after its initial launch.
- Brawl Stars achieved significant growth following its global launch, with US daily downloads increasing from 7,000 to 40,000 and sustained revenue gains driven by a shift toward standardized UA creative strategies.
- Supercell has expanded its UA strategy beyond YouTube, increasingly utilizing 'altered gameplay' creatives—where scenes are constructed from game assets—which now account for approximately 60% of video creative output.
- The Google Ad Manager (GAM) partner ecosystem underwent a major shift around December 20, 2023, as Google restricted video inventory for third-party resellers, forcing companies to adapt their monetization models.
Top Hyper-Casual Games: Lessons for Game Developers
Hyper-casual games achieve mass market appeal by prioritizing minimalist design, intuitive control schemes, and carefully calibrated difficulty curves.
- Magic Tiles 3 by Amanotes achieved over 50 million downloads in H1 2023 by combining addictive rhythm-based mechanics with a competitive multiplayer mode and a performance-based reward system.
- Successful hyper-casual games like Attack Hole and Going Balls prioritize simplicity and intuitive controls to lower entry barriers while utilizing progressive difficulty to maintain long-term player engagement.
- Integrating competitive elements, such as the real-time multiplayer mode in Bridge Race, increases unpredictability and replayability, which are critical drivers for user retention.
Hyper Casual Games: Design, Monetization, and Market Insights
The hyper-casual gaming sector is defined by its simplicity, utilizing intuitive mechanics like tapping and swiping to provide immediate, accessible entertainment.
- The hyper-casual gaming market is projected to grow from $16.67 billion in 2023 to $25.96 billion by 2030, representing a CAGR of 7.67%.
- Despite market growth, total downloads fell by 8% in Q3 2023, signaling a saturated market where success increasingly depends on innovative concepts rather than traditional mechanics.
- Advertising is the primary revenue driver for hyper-casual games, with players showing a distinct preference for longer, less frequent ads over short, repetitive ones.
Companies behind it
As the documents state it.
