Yaniv Nizan's Blog
I'm the CEO and Co-Founder of SOOMLA - the platform for Creating In-App Purchase Stores for Mobile Games. I'm also a writer with articles featured in publications such as: GameSauce.org, Code Name One, GameSauce and blog.soom.la and a speaker in different industry events. You can follow me at @y_nizanor at +Yaniv Nizan
Everyone wants more organic installs and the way to get them is to make your game highly shareable. By inspecting games that succeeded in becoming viral and comparing them to other game, the slides in this post offer a recipe for game virality.
People have been talking about games as seriously addictive. Good games are simulating real life and the user start confusing the virtual world with the reality. Let's learn how to design addictive games by looking at what makes a user hooked.
Most game developers are dreaming of making it to the top charts. Stories of how your game will naturally grow from there just from the exposure boost spiked the imaginations of many developers. There are big differences between the Free and the Grossing.
Are you launched? Have you launched yet? When are you launching?
These are questions you hear often when developing your first games. I always dreamed of a doing a big launch like Steve Jobs. Time to wake up. Free to Play games and a Big Launch don't mix
Being where we are and doing what we do, developers often come to me and ask for advice about pricing their In-App Purchase Store Items. This article includes a framework for pricing your In-App Purchases as well as real-life examples from our customers.
One of the paradoxes of free to play games is that users want to buy their way out of a challenge but also like to keep the game challenging. Let's take a look into this problem which is also known as "Pay to Win" and solve it.
Yaniv Nizan's Comments
[Blog - 09/30/2013 - 04:06]
I 'm assuming you are ...
I 'm assuming you are being sarcastic but I 'm not sure you really read what I wrote. Iterating on a game is a way to make it better for the user not worse. The fact that the game developer made more revenue with the second game is not because ...
[News - 07/04/2013 - 04:01]
I 'm not sure how ...
I 'm not sure how they implemented it but one way to do these kind of things is with a dynamic store-front. Here are simple instructions using SOOMLA: r nhttp://blog.soom.la/2013/07/uncase-study-how-jetpack-joyride-almost.html
[Blog - 12/05/2012 - 02:30]
Well, since 2 is 95 ...
Well, since 2 is 95 of the activity in mobile games we need a catchy name for it. Something like: Lite Game Economy, Casual Game Economy, Mobile Game Economy.
[Blog - 06/24/2013 - 09:12]
Moving the reply from the ...
Moving the reply from the main thread to the comment: r n r n@cristofer - Can you find the link for us It sounds like a very interesting article. Specifically the advice you quoted is pure gold.
[Blog - 05/03/2013 - 02:42]
Great comment. Many games are ...
Great comment. Many games are starting the users with a few in-game coins and using a tutorial to guide them to the store where they buy their first weapon,car, ...