Time Travel: 2014

Chapter 136 The birth of phenomenal mini-games

It was also the afternoon of the 20th, and Lin Hui was still busy with his own affairs.

He was completely unaware of the series of events surrounding him.

What is Lin Hui busy with?

Some trivia related to nature and software.

Although the results achieved by the professional mode of Nanfeng APP are satisfactory to him, it does not mean that he can sit back and relax.

What is the biggest difference in the service model between professional software and ordinary software?

That must be the professional mode that pays special attention to user feedback and after-sales service.

After all, the audience for the professional model of a software is a very small group. If the demands of this very small group of users are not taken seriously, wouldn't it mean that they will be cut off from the market?

Lin Hui also considered business feedback when designing the professional model.

Although Nanfeng APP does not have a chat function, it is not a big problem.

Lin Hui had considered this before.

Users who subscribe to the professional mode of Nanfeng APP can check their email address.

Of course, given Lin Hui's cunning character, this email address is just one of several insignificant email addresses.

After determining that there are no network security risks through a series of measures.

Lin Hui logged into the customer service mailbox, and there were indeed many emails in the mailbox.

But these emails basically praise the professional mode for being more practical.

Anyway, Lin Hui didn't see any valuable constructive opinions.

Despite this, Lin Hui updated a small version.

Although there is no functional difference between this new version and the previous version.

The real difference may just be a few more useless comments in the code.

However, Lin Hui still introduced in the update introduction:

——Fixed some issues and properly resolved several issues reported by users. Further optimized engineering stability and improved product experience.

——In addition, it also focuses on strengthening the experience of professional mode.

Although Lin Hui actually made no effort, it didn't matter.

Let users know you are working hard.

At the same time, let potential users know that you are working hard.

that's enough.

There was no big problem with Nanfeng APP, so Lin Hui focused on the game "Hill Climb Racing".

After the game "Hill Climb Racing" was launched, the download performance was quite good.

Lin Hui noticed that on the background of his personal developer account, AppStore officials sent him many messages one after another:

"Dear developer, the game "Hill Climb Racing" you developed has been included in the App Store's selected new games this week. During this period, it is best not to have large version iterations to avoid unknown bugs that may affect the player experience. The impact..."

"..."

"Dear developer, you have successfully joined the AppStore Personal Developer Incentive Program. For details, please check the link www.[].com"

"Congratulations to you, an extraordinary developer, for your game "Hill Climb Racing" which has successfully exceeded five million (valid) downloads worldwide."

To be honest, although this download result crushes the previous games, it is reasonable.

This download boom is inseparable from the reputation and reputation of Lin Hui's past games.

In addition to this reason, it has a lot to do with Apple's vigorous publicity.

Objectively speaking, it has a lot to do with Apple’s vigorous promotion!

The publicity methods used by Lin Hui in the past were ineffective overseas.

But with the help of Apple, it is completely different. On large social platforms such as Twitter and Instagram, there is actually a four-hour default search.

The default search means that the user does not need to enter anything. Just click on the search to jump to topics related to "Hill Climb Racing".

It can be said that the arrangements are clear.

Although the download results were pretty good, things were a little different this time.

Unlike the previous buyout games developed by Lin Hui, this time "Hill Climb Racing" although nominally priced, is actually a free downloadable game.

If it is a buyout game, then Lin Hui only needs to pay attention to the number of downloads to roughly know the income.

But for games that are free to download, it doesn’t make much sense to pay attention to the number of downloads.

The key to measuring the revenue of free download (in-app payment) games is to look at data such as the number of daily active users, the number of active paying users, average revenue per user, average revenue per paying user, and payment ratio.

Among the many metrics used to measure free-to-download (in-app paid) games.

In addition to the number of daily active users, the number of active paying users, average revenue per user, and average revenue per paying user, these indicators are very important.

Lifetime value (LTV) and user retention are also very important parameters.

The so-called lifetime value LTV (user lifetime value) = LT*ARPU (average lifetime of users * average revenue per user)

In layman's terms, life cycle value refers to the average income each player brings to game developers or game operators from entering the game to abandoning the game.

The so-called user retention rate: users start using the game within a certain period of time. After a period of time, those who continue to use the game are considered retained users. The proportion of these users to the new users on the day is the user retention rate.

The retention rate is classified according to different scenarios and has statistical periods including daily retention, weekly retention, and monthly retention.

For a small game, it is not necessary to measure it by monthly retention. In fact, it is enough to only consider daily retention and weekly retention.

There’s a reason why lifetime value (LTV) and user retention are very important parameters.

Generally speaking, lifetime value can intuitively reflect a game’s ability to attract money;

The user retention rate can intuitively reflect whether a game is playable and whether it is loved by players.

Of course, this is only for sane game developers.

For game developers whose SAN value is too low, the games they develop do not consider user retention rate at all, but only consider life cycle value.

According to the philosophy of this type of game developer, it doesn’t matter whether users are retained or not, as long as you come in and pay the money.

It would be even better if you could curse a few words while paying to help increase the topic and popularity of his game.

Maybe this approach can make some quick money, but Lin Hui doesn't agree with this approach, which is almost the same as fishing in the lake.

Although the two data of user lifetime value and retention rate are very important, Lin Hui cannot see accurate data from his personal developer account in a short period of time.

Even with the help of third-party game evaluation agencies, Lin Hui could not obtain very accurate relevant data in a short period of time.

It will take about 24 hours after the game goes online before Lin Hui can obtain the corresponding data in the developer backend.

Currently, the data corresponding to the two indicators of user lifetime value and retention rate in personal developer accounts are vacant like "——".

The personal developer account does give a rough prediction of daily active volume.

However, this prediction is really tasteless and too conservative.

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