Just because feedback is detailed and well-written doesn’t mean it is representative of the overall population’s concerns. This is because the things that hardcore players care about aren’t necessarily the same things everybody else cares about. Fans, …
Ask a Game Dev 2022-04-06 19:01:05
Not in the way the review bombers hope. We already know that there’s a vocal and passionate fanbase for our game out there — that’s a major reason why we employ community managers. And we know when they’re upset. But it’s like throwing a tantrum — it m…
Ask a Game Dev 2022-04-05 19:01:26
askagamedev:
The answer, of course, is everyone. So today, in a special Labor Day weekend edition of AAGD, we can examine how developers get and parse feedback. Keep reading
Ask a Game Dev 2022-04-04 19:03:10
askagamedev:
If you work on games, you too will probably see them at some point. Hopefully you won’t have to deal with them directly — that’s what community management is for. But it always helps to understand your player base, because it helps to tr…
Product Update: Ad Revenue from HyperBid now available on GameAnalytics

We’ve got a new ad revenue source in the mix. The best thing about it? It’s our very own ad mediation platform HyperBid. You can now get all the impression-level revenue data from HyperBid on your GameAnalytics dashboard. Head over to our SDK docs to get the integration started (Unity, iOS, Android). ILRD from HyperBid…
How will monetization models change in 2022?

Editor’s note: This article was written by the clever minds at HyperBid. Photo by Marc Schulte on Unsplash. Hello there. I’m Ahmet, the business director here at HyperBid. Aside from the obvious ups and downs last year, we also had some big changes in how the monetization industry works. From new models improving revenue for…
Our seven predictions for mobile gaming in 2022

The GameAnalytics crew dug out the crystal balls, consulted the oracles and tossed tea leaves all over the office. None of that helped and it was a pain to clean up, so we decided to ask our experts instead. So after a lot of thought, consideration, and a couple of debates, here’s what our team…
Flex Run 3D: how to make your first hit in nine months

Editor’s note: This article was originally published by the clever clogs at Voodoo. You can read the original version here. In December 2020, two young programming students called Harvey and Mathis founded Blue Monkey Studio. By September 2021, only nine months later, their first hit game had entered the charts. Flex Run 3D reached number 1…
2021 Roundup: What we’ve done, what we’re doing, and where we’re going

Over the last couple of years, we’ve released a new website, tools and features, completely new product lines, and even a mediation platform: HyperBid. We’ve been building your toolkit to not only perfect your titles, but to scale and thrive in an ever competitive industry. So in this blog, we’re going to cover: A recap…
Homa Games’ Guide to App Store Optimization

Editor’s note: This article (and report) was written by the clever clogs at Home Games. You can read their original here. Game’s go through a lot of stages from ideation to executing and testing during the publishing cycle. But having a game published and up and running in the app stores is only the first step in…