Hello community
I have designed a playable hypercasual demo of a mobile game. I have not submitted to the publisher platform to test its Key Performance Indicator yet(KPI depends on visuals, game mechanics, and things that appeal to players instantly. If it is low CPI, it is ready to be published; otherwise, refine it till it passes the test). At least, that's how the publisher I would pitch the game to works.
My approach is a little bit different; in my opinion, what I will offer needs human feedback more than machine data. Players will not notice the uniqueness, but people in the industry may do.
Reading Sloperama.com Lesson11 Matrix, I found out that as a Not in industry, Not professional, the success rate is 1~2%.
The conversation between Wayne(who has product idea + marketing skills) and Tom clarified things for me.
My situation is close to that. I know it is a business, and publishers will invest time, effort and money, so they expect revenue before anything else.
A glimpse of what I will offer crafted by my self-learning, players' feedback on app stores, and mobile publishers' challenges nowadays:
- a free 2 play hypercasual mobile game with hybrid monetization.
- Online Game economy (non-interrupted game experience, game crafted to have audio ads and native ads) and a solution for offline monetisation, instead of unlocking a premium no-ads version)
- Some of the Game features: Left-to-right controls and right-to-left controls, Color blind mode (here trying to serve entertainment to everyone, small details but it makes a difference in my opinion)
- Retention and LTV( weekly or biweekly tournament/ leaderboard). Some publishers say retention is the most important factor for mobile games in a fast-paced fast-paced, changing industry.
- Boost publisher's brands with the content in the game.
- if downloads reach 1 million, 10 million. etc... it is easy to partner with other IPs(I already have some ideas in mind that could push both games forward as B2B)
- Game modes for future( PvP and Co op)
In short, it is a playground for experiments to solve some challenges for the game makers and the players.
My feet are on the ground, and I have no skills or resources to make it all happen. That's why my list has publishers with in-house dev studios for synergy so the game will be well crafted and scalable for marketing, future implementations and LiveOps. I want to be a member of the team that will work on it, doesn't matter the role.
So my questions:
1- Do you think the success rate increases depending on what I can bring? (A playable demo in Unity was only tested by my nephew he likes it but prefers Minecraft :D, and my documents: GDD, research, resources and statistics)
2- If anyone had a similar experience as a hobbyist, a professional or any title. How was it? And what do you think I can improve?