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Optimising a social mobile game
1. Warheads Medieval Tales – optimising an
iOS/Android game based on analytics data and
user feedback
Kevin Corti, Head of Studio, Sept 2012
2. Warheads Medieval Tales table top war game licensed by
DNA from Urban Mammoth
Released on Apple AppStore and Android Markets by DNA
Interactive in April 2012. Flurry, Tapjoy, GameCentre &
OpenFeint integration.
33,000 installs in 1st week on AppStore
#14 in ‘Adventure’ category
#20 in ‘Action’ category
#63 overall in ‘Games’
3. ★★★★ –148 Apps – “Simple and cute…ideal for the casual RPG fan”
★★★★ – appSational – “Simple and beautiful”
GoozerNation – “The visual style is beautiful and cartoony”
Inside Mobile Apps – “crisp, clean art and smooth animation”
AppAdvice – “good old fashioned RPG action”
4. The good & the bad
100,000 daily sessions (May 2012)
47% of sessions >3mins
Median session lengths very close to Flurry benchmarks
for ‘Adventure’ category
Poor retention
Low monetisation
5. Post-mortem / external review
New Head of Studio performed analysis…
Overt and VERY long tutorial
No ‘magic moments’ / pizzazz
No incentive to replay levels (to improve)
Proliferation of dull brown colour scheme
Childish art style on ‘home’ screen
Key screens badly laid-out
Gameplay far too hard
Gameplay didn’t evolve/change
Geared to sell to players who weren’t invested yet
Real money pricing very arbitrary
6. Product improvement roadmap
V1.3 - “first impressions count!”
4 week sprint focussed on improving 1-day retention
Released 3rd Sept with immediate improvements
1.2 (1st March to 30th 1.3 (Since 4th Sept)
June)
Day 1 retention 28.6% 49.9%
Day 7 retention 11.8% 26.8%
Day 14 retention 7.55% 17.6%
Median session length 2.8mins 4mins
Freq of use 1.8 session/day 1.9 session/day
1.9 session/week 2.4 session/week
7. Product improvement roadmap
V1.4 - “more fun please!”
4 week sprint focussed on improving 7 day retention
Awaiting AppStore approval
V1.5 - “it’s more fun with friends!”
4 week sprint focussed on improving organic user growth
Target public release 10th Nov 2012
8. Major changes – kill the tutorial
Tutorial cut from circa 100(!) user actions to just 14
Players now go straight into battle after loading screen
9. Major changes – make gameplay more varied/fun
New enemy introduced (archers with ranged attack)
Makes combat choices more consequential
10. Major changes – challenges and rewards
Time-based challenge added to battles (missions)
Star-based achievements (with different rewards)
11. Major changes – bright, new ‘home’ screen
Childish/confusing village hub UI replaced with crisp
imagery and icons
12. Major changes – improve first (visual) impressions
Two bland splash/loading screens combined
New clean & bright art style
13. Major changes – leverage social graph
Email registration & Social (Facebook/Twitter)
integration….with incentives to share
14. Other changes…
Renamed ‘Warheads: Battle” (shorter, punchier)
Early gameplay significantly improved (made easier)
Elder gameplay enhanced with new enemy types
Enhanced visual FX to emphasize in-game effect
‘Moments of joy’ – celebrate success (e.g. level ups)
UI appearance and flow vastly improved
Improved character animation
‘Test drive’ premium characters – ‘try before you buy’
Shop items only revealed as you need them
Premium currency rewards to encourage purchases
True F2P… players can grind silver and gold if they wish
15. Future plans
GREE integration
GameCentre asynchronous multiplayer – true social
multiplayer gaming
Significant variations to combat mechanic – add variety,
new challenges and rewards.
Major character and level art improvements