Denmark-based creative studio SetSnail had been self-publishing fresh, original games. But making good games only takes you so far – eventually you need to scale them up and find the right monetization model to make it profitable.
So SetSnail partnered up with us at JoyPac. With our help, SetSnail increased its revenue, improved their game and learned a lot in the process.
Here’s how it happened.
Oddman picked up the award for ‘best quick gameplay’ at the IMGA awards and was featured as ‘Android game of the week’ on AndroidCentral. It was hailed as fun, humourous, and a fresh new take on a fighting game genre. But even though it was already performing well, they knew that it could get to a much higher level.
Without proper analytics, monetization, and global publication, we knew Oddman was nowhere near reaching its full potential.
With the market already overflowing with mobile games, fun gameplay alone isn’t enough to make a game stand out. You have to get scientific. So we decided to break the game down to its core and find out what was truly resonating with players.
We did six large updates. We ran different versions of the game with some fundamental gameplay changes – and looked for boosts in the game’s metrics. After each new version of the game, we did a full-scale user acquisition round and gradually learned what was most appealing to players.
It soon became very clear what worked and what didn’t. With enough testing, we saw a steady increase in all the metrics.
SetSnail had worked with publishers before. But they found communication to be a problem. Too often, other publishers would tell them roughly what they were doing to promote their games but were reluctant to give specific details.
At JoyPac, we like to combine the open and communicative style of western publishers with the specialized operations and marketing know-how needed to make it big in Eastern and Western markets.
So, as we always do, we kept SetSnail fully updated on the whole process of testing, preparing the global launch, analyzing data, promoting and monetizing their game.
To answer this question, we’ll hand over to Casper and Christoffer: