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Voodoo
Hyper-casual in a
Hypercompetitive Market
Alexander Shea - Publishing
Our Approach
● Long-term, close partnerships
● Fail Fast, refine wisely
● Lead the market & set trends
● Innovate to stay ahead
V
V
V
V
Development
Period
Launch
Game
Confirmation
+$20k + $180k + > $800k on average
- D1: > 45%
- D7: > 17%
- CPI < $0.25
Break-even
2M to 6M downloads*: + $40k per M downloads
6M to 10M downloads*: + $50k per M downloads
10M+ downloads*: + $60k per M downloads
Confirmation
Period Performance Payments
Payouts
Conditions
2 months max.Variable
duration
Uncapped
Submit
Prototype
*: IOS US, UK, Japan and China
+ Android US, UK and Japan
The Publishing Agreement
Ideation Process
Basic Rules of Hyper-Casual
Gameplay Features
Open Source
Tutorials
Live Streams
Test all your prototypes on the
market for free
DEDICATED COACHING
Open source knowledge
Data driven process
Kill?
Sprint 2
Kill?
Sprint n
Kill?
LAUNCH
KPIs
Short Sprints
Hybrid Gameplay
HyperCasual Puzzle
● Forgiving
● Clear Gameplay
● Satisfying physics
● Depth
● System 2
● Challenge
➔ CPI
➔ D1 retention
➔ D7 retention
MVP LET’S GOV.1
Launch
Virality
● Virality depends on types of games
● Puzzle and IO games are over-
represented relative to our prototype
testing population
Our most viral games (US iOS)
The journey of a viral hit
Voodoo
Any questions?

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Hyper-casual in a Hypercompetitive Market - Voodoo

Notes de l'éditeur

  1. Khoren, Edgar, Suren
  2. On top of that, we contribute in the ideation process of studios in order to help them get better at doing games. On a platform we have build, you’ll find Open source knowledge with everything we have gathered on games for years now.
  3. You’ll find video tutorials
  4. and regular live streams in which you can ask any question
  5. Our way of working is tailored made because every studio has different needs. On our platform, you’ll find open source knowledge but it will also allow you to test any propotype you have: Many studios have access to our platform, for free, and can test an unlimited amount of prototypes. We will take care of the campaign, pay for the acquisition and send you feedback on how to improve if it doesnt reach the KPIs we are looking for.
  6. 40/10 <50c
  7. Our entire process is completely data driven for a reason people who have been on that market know well: you want to know if you are going into the right direction with your game and if you are working on something that can be big. If not, it’s a waste of time. That is why, we test our games very early in the development process to see if it’s worth investing more time into or if it’s just better to move to the next idea.
  8. V1: 35/13 @ 80 cents 2-3 day sprints work best By doing large sprints, you’re gambling with a studio’s time
  9. Ideation phase: Basic rules: Mass Market is a huge focus for us. Puzzle game help us add depth later in the development phase
  10. Paper.io Crowd City Dune 2048Bubble Helix Jump Dunk Hit Hole.io Twisty Road! Splashy Fight List Donuts Drift Balls VS Blocks Flappy Dunk
  11. IOs are challenging (eg Beads.io) THey are tough to launch because have complex gameplays A bit like puzzle games, you need that hypercasual relatable core mechanic before thinking about the gameplay But they can go viral Paper.io Crowd City Dune 2048Bubble Helix Jump Dunk Hit Hole.io Twisty Road! Splashy Fight List
  12. We always do random brainstormings with kids, with guys older than us, with girls and so on. and we always get lots of unfiltered ideas from them because you know people dont know what we are looking for. We just ask them what game would they like to play on phone. and so we got the idea about the water slides during one of those brainstormings. Started as initial discussion was with Hugo - studio wanted to design an interactive io waterslide game. Hugo backed it and gave reference of Waterslide 3D VR, an Android game Forgiving/Fun Satisfying jumps, more depth Hack is encouraged more CPI ability to project yourself more onto the game
  13. Khoren, Edgar, Suren