4 ms·
Like most businesses, most mobile games run on a customer acquisition cost vs. LTV model. Buy customers for $5 a pop, with LTVs of $7, which you can scale till
by fasteddie 11y ago
Like most businesses, most mobile games run on a customer acquisition cost vs. LTV model. Buy customers for $5 a pop, with LTVs of $7, which you can scale till you've used up all the profit. If you can drive that CAC down via better social (Words with Friends), better 1st party featuring (Clash Royale right now), IP (Star Wars: GoH), then more power to you.
- jessaustin 11y agoThanks, that makes sense, except I have no idea what "1st party featuring" is. It's not a term that seems amenable to googling, either.
- fasteddie 11y agoSorry, that'd be Google Play and App Store featuring (in their featured apps section). Quality editors choice or "best new games" featuring can mean hundreds of thousands of free installs, and a ton of momentum to drive word of mouth/virality.
- jessaustin 11y agoAh, that makes sense: "1st party" as opposed to "3rd party". This doesn't seem like an option for "indie" dev shops.