Case Study | Yodo1 https://www.yodo1.com Mobile Game Growth Simplified. Tue, 12 Mar 2024 14:45:30 +0000 en-US hourly 1 https://wordpress.org/?v=6.3.2 https://www.yodo1.com/wp-content/uploads/2022/11/Yodo1_favicon-70x70.png Case Study | Yodo1 https://www.yodo1.com 32 32 How an Indie Mobile Game Built a Legacy https://www.yodo1.com/how-an-indie-mobile-game-built-a-legacy/ Fri, 05 Jan 2024 17:01:24 +0000 https://www.yodo1.com/?p=32615 Explore how Idle Slayer leveraged an IP crossover with the iconic Shovel Knight to catapult its success. This article explores the potential of IP-based games, showing how strategic IP collaborations can significantly boost a game's appeal, engagement, and revenue, reshaping the landscape of indie mobile gaming.

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How an Indie Mobile Game Built a Legacy

Recently, IP collaborations in games have gone from a little-known marketing tactic to a widespread, powerful strategy for growth. One need only look at Fortnite’s constant stream of collaborations to see just how successful they can be. In gaming, these may take the form of limited-time IP and brand collaborations, or crossovers with other games. While the upside for such events can be huge, allowing games to tap into massive fanbases with overlapping demographics, the real challenge and skill is in matching the right game with the right IP. 

Retro pixel art game Idle Slayer was going from strength to strength since Pablo Leban left his stable job to follow his dream of making games. His creativity and community-building skills all came into play, and in less than a year, Idle Slayer hit the magical million downloads on Google Play. Strategic efforts in UA and organic marketing followed, with Yodo1 helping the game reach the next level of scale, quadrupling its player base in a matter of months (read about it in the previous part of this series). The game was a true hit, and soon the potential of an IP collaboration became an exciting—and realistic—prospect.

 
Idle Slayer x Shovel Knight

Idle Slayer’s journey took an exciting turn with its crossover with Shovel Knight, an iconic 2D side-scrolling platform game from Yacht Club Games with an 8-bit graphics style that, side-by-side, seems a match made in heaven. The classic game has collaborated with major IPs and brands, including Fall Guys, Super Smash Bros., Arby’s, and more.

Pablo eventually met up with Yodo1 IP Licensing Manager Ismael Jorge while they were both attending GDC (Game Dev Connect) in San Francisco. Among other things, they talked through what an IP crossover might look like for Idle Slayer–something that Pablo had been considering for some time. He wanted to work with Shovel Knight for its synergies in aesthetic and audience appeal, but it also resonated with him on a personal level, making it a top-tier choice for collaboration. 

If his many game dev talents weren’t enough, Pablo is also a thoughtful businessman who considers every move of his game’s growth trajectory with extreme care, and he had quite a few questions.

In-Game Collaboration

“Even though he is a solo developer, he doesn’t have the mindset of one. He can execute, rather than come up with a list of nice-to-have things that will never get done. When he commits to something, he will deliver,” says Ismael.

Pablo made up his mind. It was indeed time for the next phase of Idle Slayer’s growth, and in Yodo1, he believed he had the right partner for the job.

“My aim was to bring Shovel Knight features into Idle Slayer, including its characters and ways to play. In this collaboration, you’ll see characters you recognize, as well as a boss fight and elements from Shovel Knight’s universe,” says Pablo about the collab.

Was Yodo1’s IP licensing team able to get Shovel Knight on board for the collab? You bet!

The iconic character would appear in Idle Slayer via a unique mechanic, which came about through back-and-forth brainstorming between Pablo and Ismael. The idea was to trigger the special event with a glitched special random box, instantly bringing a new level of magic and excitement into the game. Announced on the official Idle Slayer Twitter account on October 14th, 2023, and running for a limited time from November 1st to December 1st, 2023, the collaboration was highly anticipated.

Players were offered six new quest segments, a fresh boss fight, and a special collaboration skin, available for purchase with Jewels of Soul exclusively during the event. Players embarked on a quest where they encountered the Shovel Knight in a new story set in the Idle Slayer universe, complete with classic Shovel Knight elements and, as mentioned earlier, a challenging boss fight.

Pablo adds, “In this collaboration, I focused on including many references to Shovel Knight for fans to enjoy. I put special attention on the boss fight, as it’s a standout feature in the Shovel Knight series.”

Mobile Games IP Collaborations

The collaboration proved to be a massive success, resulting in a staggering 650% spike in revenue following its launch, holding strong at a 70% increase by day ten. On top of this, Idle Slayer saw a nearly 100% increase in ARPU (Average Revenue Per User) by day ten, indicating not just more players, but more engaged players. Pablo worked closely with Yodo1’s IP licensing team to bring it to fruition, from the planning stage to asset creation, story elements, contract negotiation, promotional materials, and more. Situations like these are where Yodo1 can really leverage its secret sauce as a large mobile games publisher to make sure IPs and games are a good fit. Integrating an IP into a game successfully requires a skilled and experienced hand.

And if you’re wondering whether this is the end of Idle Slayer’s IP-crossover ventures, just keep your eyes peeled on the horizon for something Titan-sized lumbering toward you.

 
If You Build It, They Will Come

Despite working alone, Pablo has showcased a remarkable capacity in executing both creative and technical aspects of game development, including original art and coding, driven by a deep love for gaming, an engaged community, and a passion for making the best game possible. When you boil it down, this is the secret to success. But key partnerships, if done well, can propel great games like Idle Slayer to new levels of growth and scale, leveraging know-how, resources, and fellow game lovers.

Idle Slayer’s story isn’t over yet—not by a long shot. The journey continues, and we are delighted to be a part of it.

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How an Indie Game Achieved Global Scale https://www.yodo1.com/how-an-indie-game-achieved-global-scale/ Fri, 05 Jan 2024 16:50:53 +0000 https://www.yodo1.com/?p=32605 Discover how Idle Slayer, an indie game by Pablo Leban, achieved global success with the help of Yodo1, a mobile game publisher. This article delves into the effective UA strategies and innovative social media marketing that catapulted the game to millions of downloads and a quadrupled daily active user base, showcasing how the right blend of paid and organic efforts can elevate a game's reach and popularity.

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How an Indie Game Achieved Global Scale

In late 2020, Pablo Leban left his job to pursue his passion: developing games. Wearing all the hats, he set out to create the game he wanted to play, powered by an engaged community. Less than a year later, in June 2021, Idle Slayer hit a million downloads on Google Play–a major milestone! It was around this time that he partnered with Yodo1 to help boost revenue and improve key growth metrics. A less ambitious developer might have stopped there, but Pablo was just getting started.

Let’s explore how Idle Slayer made the most of strategic marketing activities to reach the next level of scale on his growth journey. 

 

Time to Scale

In July 2022, Yodo1 approached Pablo with a simple yet ambitious proposal: to double Idle Slayer’s downloads in just four months via UA. Why so confident? Working together up to that point had made one thing clear: the game had legs! The team believed in it.

Game Growth Strategies

For most games, UA is a daunting prospect. Why? Well, to put it (too) simply, if the Cost Per Install (CPI) is higher than the LTV, it makes little financial sense—it costs more to bring a player into the game via paid marketing than the player will generate over their lifetime playing the game. This is typically because players download a game, play it once, and then never come back (and thus, never buy anything or click on an ad). However, games with excellent retention (42% of D1 in Idle Slayer) and engagement have a big advantage. A well-balanced game economy will make loyal players want to buy in-game items, or click on rewarded ads, thus increasing LTV, and ideally eclipsing CPI.

All that to say, Idle Slayer was in a good place, and working closely with Pablo earlier had allowed the team at Yodo1 to get a clear indication of the game’s UA potential. Pablo agreed to the proposal, working closely with Head of Game Marketing Nadiia Marchynska and her team.

About working with Pablo, Nadiia says, “From the first week of testing everything screamed ‘Let’s scale this game’ – IMPs, CPI, early retention signals, LTV metrics and we hadn’t even switched on any targeting at that point!”

The results were not only positive, they even outpaced projections. Idle Slayer ended up reaching 2.5X growth in the initial four-month period, and at the time of writing, the game’s Daily Active Users (DAU) have quadrupled since UA activities began.

It marked the start of a new chapter focused on expanding the game’s reach to a whole new audience–a global one. The fact is, Pablo built a great game, and he was simply able to leverage Yodo1’s experience and resources to boost the game, allowing it to reach its impressive potential. Not a diamond in the rough…a diamond in need of a megaphone.

The UA strategy with Idle Slayer

What this really shows is that the game was already great on its own, and success was simply a matter of reaching more people. This is such an obvious thing to say, but yet it needs to be said: It always comes down to the game, the community, and the passion of the developer. UA may not be a good fit for a game that struggles with retention. But if a game is truly fun and addictive, and keeps players coming back for more, achieving scale is well within reach.

The UA strategy with Idle Slayer aimed to branch out widely across ad networks. This wasn’t just about casting a wider net; it was about deliberately expanding the game’s presence into new GEOs, particularly finding success in Latin American markets, English-speaking countries like the United States, and even Japan.

 
UA + Organic Marketing

Over the months following Idle Slayer’s initial boost, the approach evolved to integrate organic marketing alongside UA. Collaborations with Spanish-speaking YouTubers were already in Pablo’s repertoire of marketing activities. Picking up where these left off, Sandy Smith (Game Marketing Lead) and her team developed a growth strategy spanning all social media channels and partnering with content creators on platforms like Twitch and YouTube.

On the organic strategy, Sandy explains, “If you can gain a deep understanding of your potential players and their interests, you should be able to uncover the unique things that make your game stand out from the crowd. Then amplify them in your social creatives. In the case of Idle Slayer, the key has been an emphasis on the unique retro aesthetic. We also discovered that tagging posts with ‘#retrogaming’ significantly increased views. Who would have guessed?”

Yodo1 essentially became Pablo’s full-stack marketing team, balancing organic and paid marketing efforts to continually push overall performance. Here is where Pablo showed his capacity for big-picture thinking: creating a great game that keeps players deeply engaged is one side of the coin, but continually exploring new markets and testing new marketing strategies is also a critical aspect of long-term success. Remember, this is a one-man team developing a game, but by partnering with Yodo1 to help with everything from game growth strategies, and ad optimization, to marketing, Idle Slayer was able to hit its stride without the need to hire full-time employees. Smart.

Idle Slayer’s growth continues at an unchecked pace, ranking as high as #51 for roleplaying games in the US and Canada, with millions of downloads worldwide, and a truly global community. There’s even a dedicated wiki where players can share experiences, help each other, and give feedback (including crowdsourced translations). Onward and upward!

But what can a game like Idle Slayer do to reach a still wider audience of potential players? For a strategically-minded developer like Pablo, IP licensing seemed like the answer, leading to an exciting crossover with the classic side-scroller Shovel Knight. To learn about it, check out the next part of the story here

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How an Indie Game Got Its First Million Players https://www.yodo1.com/how-an-indie-game-got-its-first-million-players/ Fri, 05 Jan 2024 16:00:58 +0000 https://www.yodo1.com/?p=32587 Explore Idle Slayer's success in game growth strategies and mobile game monetization on its journey to a million downloads. Uncover how developer Pablo Leban's community-driven approach and savvy partnerships transformed his indie game into a bit hit.

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How an Indie Game Got Its First Million Players

Retro pixel art game Idle Slayer is the brainchild of creative powerhouse Pablo Leban. This jack-of-all-trades solo developer combined his love for gaming and his core belief in engaged communities to carve out a unique niche in a crowded gaming industry—turning a passion project into a huge financial success in a remarkably short time.

In this series of articles, we want to go behind the scenes into the incredible growth journey of Idle Slayer, which at the time of writing has just completed an exciting IP crossover with the classic fan-favorite Shovel Knight. It’s a tale of innovation, community building, love for the game, and strategic partnerships. There are deep lessons here for every game developer, so if you’ve come for your daily dose of inspiration, you won’t be disappointed. 

Let’s jump in.   

 
In the Beginning

In September 2020, Pablo decided to take a big step: he quit his job to start working full-time as a developer—creating his own game. The concept would distill his lifelong passion for games into an epic gaming project that could be shared with a community of fellow gamers, who would help it evolve and grow over time.

And that’s exactly what happened. From day one, Pablo put his community front and center, using ideas and feedback from players to continually improve the game, and this, combined with an intuition for creating those magical elements that make great games, well, great, put him firmly on the path to success. 

A player on Reddit asks: Thanks Pablo for updating the game! But also why?”

Pablo’s reply: Player engagement is what motivates me the most…Some days I make music, some I do social management and data analytics and some other days I do coding and game design…I really love what I’m doing and for now I don’t see any reason to stop 😉

I just treat the game as a game I would like to play, with constant updates and tons of content.”

Spend just a few minutes in Idle Slayer’s Discord, Reddit, or Patreon communities and you will see what happens when a developer who deeply cares about the player experience meets an equally passionate community whose voices are being heard.

All the while, Pablo was adding fresh content, building lore, and coming up with standout game features like the highly addictive random box-opening mechanic that players love.

In-Game Crossover

If you haven’t played it, Idle Slayer is a retro pixel art game available across Android, iOS, and Steam. The game draws you in with its deceptively simple yet progressively intricate gameplay—quickly becoming addictive, as we know from experience! You start off collecting coins and enjoying the melodic 8-bit tunes, and pretty soon you’re looking at a skill tree that could stand toe-to-toe with the best AAA games out there. There are over 600 in-game achievements, and eight special zones, each with unique enemies and random events.

There’s a reason it has gained over 100,000 five-star reviews across Google Play and the App Store. Pablo poured his heart and soul into the game, and it shows.

Creating a game that both he and others were passionate about paid off in spades: by June of 2021, Idle Slayer hit a million downloads on Google Play, and at that point, Pablo could have congratulated himself and coasted. He didn’t, though. It was just the beginning. 

 
Next-level Growth

The early success of Idle Slayer hinged on robust core metrics, which drove its momentum. These were, most importantly, excellent player retention, high engagement rates, and solid LTV (Lifetime Value).

These aren’t metrics that can be improved with short-lived gimmicks or out-of-the-box game growth strategies. Instead, Pablo’s focus on an experience-centric approach made all the difference, making the most of feedback to fuel improvements and new ideas. This led to more players consistently returning, eager for more. It’s worth noting that high retention and LTV are critical for effective User Acquisition (UA) strategies, but more on that in the next article. 

Not long after hitting the million downloads milestone, Pablo partnered with Yodo1, initially to help with ad revenue, which soon doubled. More importantly for Idle Slayer’s continued growth, he was now able to access a team of pros who could leverage their 10+ years’ experience as mobile game publishers to further optimize his game, improve overall performance metrics, help balance the game economy, and develop and implement growth strategies. During this period, Pablo was working closely with Hicham Rkini, who heads up monetization and growth, Marina Espin, currently leading IP licensing, as well as others on the team–all fully focused on helping Idle Slayer grow. 

Recalling the early days of the partnership, Hicham says, “I spent many weeks playing Idle Slayer, and I always believed it had the potential to be very successful, which it eventually became. Over time, we continued to release new versions of our ad monetization SDK to enhance performance. Pablo was one of the earliest partners to upgrade, demonstrating his trust in our product. This contributed significantly to the game’s stability and high monetization performance.”

It wasn’t long before Idle Slayer’s eCPM (effective Cost Per Mille) and ARPDAU (Average Revenue Per Daily Active User) had improved dramatically, in addition to the overall boost in ad revenue. Japan, the US, and the UK all saw a full 2X eCPM boost in iOS versions of the game, and by now there were clear indications that there was room to scale. And scale it did.

Driven by a deep love for gaming, an engaged community, and a passion for making the best game possible, Pablo’s vision had become a reality. When you boil it down, the recipe for success is all there. But key partnerships, if done well, can take great games like Idle Slayer to new levels of growth and scale, leveraging experience, resources, and a mutual love for the craft. 

In the next part of the story, learn how Idle Slayer made the most of its early success and solid metrics to scale to the next level with strategic UA campaigns and organic marketing.

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The Magic Behind Last Shelter: Survival’s IP Crossover with The Walking Dead https://www.yodo1.com/case-study-last-shelter-x-the-walking-dead/ Mon, 06 Nov 2023 08:09:33 +0000 https://www.yodo1.com/?p=29467 Great things can happen when the right IP meets the right game in just the right way—for players and fans, it’s magic. One such collaboration launched on May 4th, 2023, when the universes of Last Shelter: Survival and AMC's The Walking Dead converged.

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The Magic Behind Last Shelter: Survival's IP Crossover with The Walking Dead

Great things can happen when the right IP meets the right game in just the right way—for players and fans, it’s magic. One such collaboration launched on May 4th, 2023, when the universes of Last Shelter: Survival and AMC’s The Walking Dead converged.

Let’s dig into the making of this unique post-apocalyptic alliance.

 

Setting the Stage

Last Shelter: Survival, a mobile survival SLG with over 100 million downloads, was poised for its debut IP collaboration. The game’s publishers partnered with Yodo1’s IP licensing team to help identify that perfect match and then supervise the process on their behalf from inception to launch.

Enter The Walking Dead, AMC’s iconic television series, with its compelling story of survival in a world overrun by zombies. It was the obvious choice given the show’s narrative richness, iconic characters, and passionate fanbase. Yodo1’s previous collaboration with 37 Games, integrating their title Puzzles & Survival with The Walking Dead, further solidified this collaboration and underscored The Walking Dead’s status as the premier IP for zombie-themed mobile game integrations.

Last Shelter x The Walking Dead_Unite Stay Alive
Bridging Worlds 

One of the keys to a great crossover game event is finding common themes between the game and the chosen IP. With Last Shelter: Survival and The Walking Dead, it wasn’t just about zombies. The famous characters and stories from the television series aligned naturally with Last Shelter’s gameplay style, making it possible to craft a storyline that felt fresh yet familiar, leveraging both established elements from the show and the game’s core mechanics, as well as its monetization system.

Mobile game IP collaborations - Last Shelter x The Walking Dead_Crossover Event Countdown

This is where Yodo1’s IP licensing team stands above the rest. We don’t simply bring mobile games and IPs together, then hope for the best. We are meticulous at all stages, ensuring the best possible experience for players, and the best possible outcomes for our partners. For this collaboration, we were able to leverage our 12-year history as mobile game publishers, helping make the most of characters, story elements, and props, and then weaving it all together into an experience that made players feel right at home.

 

Overcoming the Challenges

Collaborations invariably face hurdles. The chance for misunderstandings and misalignments throughout the supervision process is always there. Yet our experience in bridging such gaps ensured that both the developer and AMC were not only heard but truly understood and that everyone was on the same page from day one. From business negotiations and proposal suggestions to overseeing commercial arrangements, and story elements, our specialist team’s involvement turned potential roadblocks into stepping stones.

Last Shelter x The Walking Dead_DARYL DIXON

Another potential hurdle: events can get watered down and have less impact when the supervision process isn’t carried out with attention to detail, a depth of knowledge across industries, and a clear vision of success from start to finish. In this case, folding in IP elements organically while being true to the show’s characters was key to the whole thing. 

We worked tirelessly to understand and respect the developer’s objectives, the nuances of the game, as well as AMC’s requirements around brand identity and integrity. As with all major IP holders, there are many approval stages along the way, which we were able to navigate smoothly. The end result? Well, see for yourself!

Looking Forward

This partnership shines a spotlight on Yodo1’s dual strengths. As a seasoned mobile gaming company and an industry-leading expert in IP licensing in games, we can do what others can’t: we leverage our strengths to understand games on a deep level, and then find the perfect IP to partner with. Then we guide the collaboration along a smooth track, every step of the way towards launch. We work hard to make each event fun and memorable for players, and of course profitable for all parties.

In today’s gaming market where IPs can elevate games to new heights, Yodo1 is uniquely positioned to help gaming studios and IP holders alike. And we have the track record to prove it. So if you are looking to dive into these exciting waters, reach out to our team today and find out how the wonderful world of IPs can enhance your game.

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How a First-time Game Dev Made a Hit Game https://www.yodo1.com/how-a-first-time-game-dev-made-a-hit-game/ Mon, 11 Sep 2023 11:24:00 +0000 https://www.yodo1.com/?p=26874 In a mobile game ecosystem over-crowded with clones, the story of SWAGFLIP - Parkour Origins stands out in a big way. Its creator, Jordan Ross, managed to create the massively successful casual physics game

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How a First-time Game Dev Made a Hit Game

In a mobile game ecosystem over-crowded with clones, the story of SWAGFLIP – Parkour Origins stands out in a big way. Its creator, Jordan Ross, managed to create the massively successful casual physics game (which you won’t be able to stop playing) as a newbie developer…on his first attempt! On top of this, he was able to turn the game into a financial success with a little help along the way from Yodo1. But how did a solitary indie developer manage to navigate the crowded ocean of other games and come out ahead? Let’s dive in!

From Business School to Making Games

Jordan Ross’ journey started in business school, a setting far removed from Unity scripts and game loops. Yet struck by the viral impact and potential profitability of indie giants like Flappy Bird, Jordan caught the game development bug. Recalling his thinking early on: “The idea was to create something challenging, addictive, easy to expand, and with very few systems to engineer so that I could complete it in a couple of months.”

Simplicity was critical; the game had to be engaging yet not overcomplicated. It was a key insight that cuts to the heart of what makes games succeed. Any iconic mobile game, beneath all the polish and bells and whistles, relies on a really fun, often very simple, core game mechanic. 

How a First-time Game Dev Made a Hit Game indie game publisher

However, as Jordan’s journey began, so did the challenges. Stepping into coding posed its own difficulties. From level design to core mechanics, everything was a steep learning curve. Yet unlike many new developers who often feel they need to do it all themselves, Jordan had the pragmatic business sense to know when he needed help along the way, such as hiring freelance designers and artists to help build levels. This allowed him to launch sooner; to get the game in front of players as early as possible. It was yet another smart move on his part–rather than drag out the production stage solving imaginary problems, he was able to get real player feedback, learn fast under pressure, and start bringing in revenue. 

Organic Growth Strategy

After the launch, SWAGFLIP saw an initial surge in downloads but soon plateaued. Instead of panicking, Jordan made calculated moves to boost organic installs. Notably, he tweaked initial game levels to ease the learning curve for newcomers. The result? A substantial uptick in key metrics—retention, playtime, and reviews all saw marked improvements. Ross offers a pro tip to new developers: “Start tracking your level completion metrics early on.” 

Organic Growth Strategy - Game Growth Strategies

It may seem obvious, but you can’t fix what you don’t measure. When you’re measuring the right things, like eCPM, retention, ARPDAU, etc., you can spot changes in player behavior and make changes accordingly. When you make that change, you can track how effective it was, like watching ripples on the surface of a lake when a stone is thrown in.

So yet again, Jordan’s business acumen has served him with the instincts to outperform the competition. Hardly a fluke. 

Some Help with Growth Intelligence and Monetization

Never one to settle, and with a careful eye on his revenue metrics, Jordan eventually came across Yodo1, a game growth company that partners with developers and studios to grow their games at every stage of the journey, from monetization through publishing, and IP licensing. After learning about Yodo1’s co-CEO Henry Fong and his years of experience in the mobile gaming industry, Ross decided to implement Yodo1’s growth intelligence and monetization SDK. He hasn’t looked back since.

Chart Revenue Growth Mobile Game Economy

Switching to Yodo1 bore fruit almost instantly. Speaking on his experience: “I’ve been using Yodo1’s growth intelligence platform for a while now, so I’ve been lucky enough to watch it evolve and I’m always impressed with the speed of implementation of new features and design. They are extremely receptive to feedback and the user experience gets better every month.” 

Jordan credits Yodo1 for helping him establish a well-rounded, continually evolving monetization approach that has helped SWAGFLIP thrive.

Key Learnings from SWAGFLIP’s Success

With a bright future ahead, and hopefully many more successful games to come, Jordan has some great insights when it comes to building games that succeed. Here are a few: 

  • Don’t just create the game you want to play. Make sure the market actually wants it, so do your research. 
  • Add tracking and analytics as early as possible. If you aren’t measuring, how can you know what to improve? 
  • If you’re still learning, create projects that you can release as early as possible. This will push you to learn faster. Also, you’ll be generating revenue, and building a portfolio of projects that can give you more options in the future. 
  • Trying to do everything yourself can mean becoming your own bottleneck. Don’t be afraid to spend some money (not a lot) to get help with things like art and design. It will put you ahead of most new developers.
The Road Ahead

Looking forward, Jordan is far from done. Two fresh releases are slated for the next year, and if his past endeavors are any indication, they’ll certainly be worth the wait.

The success of SWAGFLIP is a testament to the power of smart decisions, be it in organic growth strategies, constant experimentation, or strategic relationships with partners like Yodo1 growth intelligence. If you’re struggling to find that next level of growth with your games, take a page from Jordan’s book. Get help from a partner with over ten years in the mobile gaming industry, and billions of players to show for it. To start your game growth journey, book a call with Yodo1 today. 

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Keplerians and Yodo1: A Successful Partnership https://www.yodo1.com/keplerians-yodo1-a-successful-partnership/ Tue, 24 May 2022 11:58:27 +0000 https://www.yodo1.me/?p=18059 If you enjoy horror games, you will be familiar with Keplerians and their unique portfolio of quality titles, which together have amassed a staggering 250 million downloads over three years. The partnership of two brothers and a friend from the Basque Country, Spain, are the innovators behind the worldwide sensation currently topping the horror genre charts, Ice Scream Saga, and their journey has been nothing short of phenomenal.

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Keplerians + Yodo1: A Successful Partnership

MAS Boosts Revenue for Horror Game Sensation

If you enjoy horror games, you will be familiar with Keplerians and their unique portfolio of quality titles, which together have amassed a staggering 250 million downloads over three years. The partnership of two brothers and a friend from the Basque Country, Spain, are the innovators behind the worldwide sensation currently topping the horror genre charts, Ice Scream Saga, and their journey has been nothing short of phenomenal.

What you may not know, however, is that Keplerians spent many years struggling with unsuccessful games before hitting the big time. So how did the small studio turn its fortunes around and become industry titan? 

Spark of Inspiration Propelled Struggling Studio to Global Fame

Keplerians was founded in 2013, but initially struggled to gain a foothold in the highly competitive games industry, forcing them to reevaluate. Then they identified a niche: unlike with PC and console games, there were few horror games on the mobile market. Their breakthrough game Evil Nun, released in July 2018, was a massive success in terms of both player satisfaction and revenue: the studio had found its path.

The team turned their attention to revenue optimization shortly after the launch of their second adventure about the bloodthirsty zombie butcher Mr. Meat. Up to this point, they had gotten as far as they had juggling check graphs and data in Ironsource. To optimize and maximize the revenue potential of their games, it was clear that an expert partner was needed.

A Chance Meeting That Changed Everything

An opportunity emerged in late 2019 when Keplerians were introduced to a Yodo1 representative by a mutual friend in Barcelona, leading to the studio deciding to give Yodo1’s Managed Ad Services (MAS) a try.

The studio was currently working on Mr. Meat, so it was the first of their games to use MAS; however, integrating the new monetization system was no walk in the park. Yodo1’s MAS team would need every ounce of expertise to pull this off, working tirelessly until the last minute into the early hours to hit the deadline and ensure a smooth transition.

It was a challenge, but everyone pulled together to make the release a success, and Keplerian was very patient throughout the process; the experience ultimately sowed the seeds for a trusted, productive, and profitable partnership.

“When we launched Mr. Meat with MAS, we were blown away by how much more money we could make.” – Keplerians, 2019

MAS far exceeded the studio’s expectations. Within two weeks, Mr. Meat increased its daily revenue by a staggering 74%. This result encouraged Keplerians to go ahead and add Evil Nun and Ice Scream to MAS, the latest becoming the game that propelled the studio to global fame with half a million Youtube followers.

Installing MAS on Evil Nun boosted the game’s revenue by 60%, while close collaboration on Mr. Meat’s ad design and game video production resulted in a further two-fold increase in in-game income, and Keplerian decided that Yodo1’s MAS would be standard on all-new games going forward.

An Ideal Collaboration With a Bright Future

The alliance between Keplerians and Yodo1 has been an asset for both parties. We have become a collaborative team with confidence in each other, no matter the challenge. Keplerians are no longer the three-man band making small games they once were. Their team has expanded to fifteen and a new office, where they can now devote their full focus on game creation.

Building Partnerships

At Yodo1, we are thrilled to partner with talented developers like Keplerians to help optimize and maximize their success, giving them freedom to innovate and grow. It’s a journey we feel proud to be part of.

We would be proud to be part of yours, too. Register on our MAS Portal today and set up MAS AI automation in just three easy steps, or contact a Games Growth Specialist here to learn more.

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KTplay’s Live-ops Toolset Boosted Rodeo Stampede Sales by 11% https://www.yodo1.com/rodeo-stampede-community/ https://www.yodo1.com/rodeo-stampede-community/#respond Wed, 17 Feb 2021 11:48:17 +0000 https://www.yodo1.me/?p=19978 Welcome to the second installment of our four-part series on Animal Revolt Battle Simulator, In part 2, find out how Lam nearly doubled his revenue after a little help to optimize his use of MAS by Yodo1 for mobile game monetization.

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KTplays Live-ops Toolset Boosted Rodeo Stampede Sales by 11

KTplay’s Live-ops Toolset Boosted Rodeo Stampede Sales by 11%

Rodeo Stampede enhanced their marketing efforts by deeplinking between the in-game store and community, increasing sales by 11%.

Developers have long since understood the value of building communities around their apps, but managing dispersed groups on multiple external platforms is inefficient.

KT Play aggregates 100% of your users, under one roof, right inside your app.

A well-managed integrated community maximizes player engagement and interaction, resulting in higher player retention and ultimately – increased monetization opportunities.

Bringing the community to players makes it part of their gaming experience.

Players can share gaming experiences via text, images, and videos. They can post questions, share tactics and strategies while providing feedback to you in real-time.

Monitor, analyze, and influence community behavior in real-time

You can curate and program all community content by using KTPay’s live-ops toolset to influence player behavior inside the game.

Better managed communities are your ticket to increased player retention and revenue.

By using KTplay to manage their community more efficiently, Yodo1’s Rodeo Stampede was able to:

  • Generate +21 million video views on Douyin (TikTok)

  • Influence 20,000 downloads in less than a week

  • Significantly increase word of mouth interest and player retention

  • Eliminate negative feedback to maintain ratings and reduce workload

  • Deep-link between in-game store and community to boost sales by 11%

Want to know how we did it?

 

Check out the Rodeo Stampede case study here

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Ivan Panasenko’s Triple Income Success with MAS https://www.yodo1.com/endurance/ https://www.yodo1.com/endurance/#respond Tue, 09 Feb 2021 12:10:41 +0000 https://www.yodo1.me/?p=20022 Welcome to the second installment of our four-part series on Animal Revolt Battle Simulator, In part 2, find out how Lam nearly doubled his revenue after a little help to optimize his use of MAS by Yodo1 for mobile game monetization.

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Ivan Panasenko’s Triple Income Success with MAS

With Yodo1’s Ad design advice, we reduced complaints and tripled revenue at the same time.

By finding the right monetization tools, solo developer Ivan Panasenko was finally able to achieve the dream: making a living with mobile games. He is the one-man studio behind the hit games Ailment and Endurance— sci-fi action shooter games that quickly gained popularity.

The ailment was among the Best Indie Games of 2019 on the Google Play Store, while Endurance was featured twice in the Play Store’s favorite games of the month.

His story-driven games have a sci-fi-meets-retro vibe that pulls players into the world he’s created.

 

The Challenge: Getting Monetization Right

Traditional ad mediation platforms weren’t enough for Ivan to bring in the revenue needed to keep producing games at the high standard his studio is now known for. More importantly, he had users complaining that interstitials were showing up too frequently and interrupting the flow of the game.

He was searching for hands-on help with monetization and ad placement, so he could focus on what he does best: making awesome games.

 

The Solution: A Monetization Team that Supports You All the Way

That’s where our MAS team stepped in, quickly turning things around for Ivan with custom ad design recommendations, ASO suggestions, and UA advice. Before long, revenue had increased threefold. Now Ivan can focus on porting Endurance to Nintendo Switch and Xbox, as well as working on a brand new title.

Partnering with Yodo1’s Managed Ad Services (MAS) team tripled Ivan Panasenko’s game revenue and freed up more time for developing. Set up our MAS SDK today, and you can start cashing in on increased ad revenue as early as next month. Visit yodo1.com/en/mas for instruction and connect with our team for 24/7 support.

“I’m a happy customer and I’ll use MAS for all my future games. I would recommend working with them, they’ve helped me a lot!” –Ivan Panasenko, Founder

 

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Revenue 10x: Korea’s Banjiha Games’ Success Story with MAS https://www.yodo1.com/banjiha-games/ https://www.yodo1.com/banjiha-games/#respond Fri, 05 Feb 2021 12:19:16 +0000 https://www.yodo1.me/?p=20028 Banjiha Games, a Korean indie game studio, skyrocketed its ad revenue tenfold with Yodo1's Managed Ad Services (MAS). Starting as a high school project and evolving into a recognized studio, Banjiha faced challenges with falling ad revenue. Their turning point came with integrating MAS, leading to a high eCPM and tailored ad configurations, which significantly boosted their game revenue. This success story is a testament to the effectiveness of MAS in elevating mobile game monetization strategies, particularly for indie developers.

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Revenue 10x_Koreas Banjiha Games Success Story with MAS

Revenue 10x: Korea’s Banjiha Games’ Success Story with MAS

Our eCPM was declining fast before MAS. Now it’s 10 times higher!

In 2016

Three high school students got together and started an indie game studio. Today, with a nine-person team, Banjiha Games is Korea’s next big thing.They love developing adventure games and puzzles with game mechanics that mimic real-world physics,
where players can be the hero.

 
 

 

In 2019

Banjiha’s “Seoul 2033” title won second place at the Google Play Indie Games Festival.

In 2020

Banjiha’s CEO Seungmin Paik found MAS.

 

The Challenge: Rapidly Falling Ad Revenue

When Seungmin came to us, they were using a traditional ad mediation platform in auto-mode: their eCPMwas falling fast and for no apparent reason. The studio had tried many products but none met their expectations. We introduced a simple solution: our single-SDK Managed Ad Services platform. “With the support of the detail-oriented and enthusiastic MAS tech team, integration was three times faster than expected,” the CEO reports.

How Yodo1 Helped: Quickly Maintaining a High eCPMthrough Customized Configuration

 

 

Why MAS?

With MAS, you will have an experienced monetization team at your full disposal. We will personally optimize your ad configuration, tailoring every setting to your game and player base. And with our team’s open-minded approach and dedication to providing continuous assistance, you won’t have to worry about language barriers being an issue: as Banjiha Games recently highlighted, anyone can benefit from MAS—regardless of where you are in the world.

“The reason to use MAS is simple: quickly maintain a high eCPM—in our case, almost ten times higher than before. In truth, there’s no reason not to work with Yodo1. Their team is passionate about helping you every step of the way.” –Seungmin Paik, CEO Banjiha Games

Contact bd@yodo1.com to know more!

 

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Keplerians Success With MAS Continues: Evil Nun Gets Rich https://www.yodo1.com/keplerians-success-with-mas-continues-evil-nun-gets/ https://www.yodo1.com/keplerians-success-with-mas-continues-evil-nun-gets/#respond Fri, 05 Feb 2021 11:05:32 +0000 https://www.yodo1.me/?p=19562 Discover the remarkable success story of Keplerians, an indie game development team from Spain, and their horror game Evil Nun. Leveraging Yodo1's Managed Ad Services (MAS), Keplerians experienced a significant revenue boost, showcasing MAS's effectiveness in optimizing ad performance and increasing player engagement without impacting daily active users. This case study exemplifies Yodo1's commitment to empowering game developers with advanced monetization strategies and a partnership approach to achieve sustainable growth in the gaming industry

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Keplerians Success With MAS Continues: Evil Nun Gets Rich

Keplerians Success With MAS Continues_Evil Nun Gets Rich

Keplerians is a successful indie developer team from the Basque Country in Spain. Characterized by success in the horror genre, their impressive array of titles has amassed more than 30 million downloads.

After seeing a 156% revenue increase in Mr. Meat, Keplerians quickly opted to integrate our Managed Ad Services (MAS) into their even larger Evil Nun—an adventure game where players have to escape a homicidal sister of the cloth.

Evil Nun, Positively Diabolical With Optimized Ads

 

Evil Nun, Positively Diabolical With Optimized Ads

Building and expanding partnerships with developers around the world is what Yodo1 is all about—and it’s one of our greatest joys when a partner like the Keplerians team decides to work with us on more of their games.

“The results we saw with MAS in Mr. Meat were crazy—much better than expected—and the Yodo1 team was so helpful throughout that building MAS into our bigger game was a no-brainer. We moved right away, to coincide with the next Evil Nun update.” – Keplerians

“Yodo1’s Ad Ops team gave us some recommendations on how to better design our rewarded videos. In truth, we’d been thinking about some of these changes ourselves, prior to partnering with Yodo1. Their recommendations gave us the confidence to jump in and make it happen. And we’re very happy we did! The results were astounding.” – Keplerians

MAS boosted Evil Nun’s revenue by 104% on iOS and 24% on Android, for a total increase of 60%. What’s more interesting is that this revenue boost took place with almost no changes to total DAU—which increased by 2%, or total impressions—which saw a 1% decline.

Suiting Evil Nun up with MAS and revitalizing the game with new ad designs have proven more than successful, but Yodo1’s job of advancing ad performance is far from over. As we learn more about Evil Nun’s players, we will continue maximizing its ad revenue.

Partner For Success

 

Keplerians hasn’t stopped at only two ad-optimized games. Not long after having integrated MAS into Mr. Meat and Evil Nun, they decided to build it into a recently released game titled Ice Scream.

“We needed someone we could trust to manage our ads, and in Yodo1 we found the partner we’d been looking for. Now we can focus more time on developing our games, all the while knowing we’ve got a professional team working to improve our ad revenue.” – Keplerians

At Yodo1, we take pride in partnering with and co-driving the success of games such as Evil Nun. By helping them generate more ad revenue, our team has been able to free up solid chunks of the devs’ time. This allows them to focus on what they do best: entertaining players with their creative genius.

Get in touch to find out how our tried-and-proven MAS formula can elevate your game.

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