Epic Games has released Fortnite on Android, and not through the Google Play Store. Instead, they will self-host the APK on their own website, and also distribute through the Samsung Galaxy Store. There is one reason for this: they want the 30% In-App Purchase cut that Google demands.
I often play on my daily commute, and these games need to be give me short, fun play sessions that I can come back to time and time again.
These are the Android games I’m currently playing.
As a free-to-play game, Star Trek Timelines needs players to return to the game on a frequent basis over a long period of time.
This is a discussion of the ways developer Disrupter Beam has created effective monetisation and retention strategies for their game.
With mobile games generating billions in revenue, it’s no surprise that publishers from the world of PC and console games want in on the action, each trying to bring their existing IPs to touchscreens. Let’s look at some great and awful ways of doing it.
It’s good, but won’t hold your interest for long. Yet for some reason, it oddly has some retention features in here.
Fallout 4 is coming, so here’s a mobile game to get you in the mood for it.
And it actually worked.
Here are the (sometimes painful) lessons I’ve learned over the years in working with Apple’s App Store and Android’s Google Play Store.