Freemium Game Tips
Player Retention
Some players have short attention spans, so you should get the user into the action as quick as possible.
The player should be playing the game in 3 clicks or less (including clicking on the app)
Do not present the player with a menu at the start of the game. That drives a percent of users away. If your game does have a menu, first have the player experienced an appropriate portion of the game then you can send them to the menu or you can set a “has played” so that the next time the player opens the app they are sent to the menu.
Get the user to where the action is, they can get bored quickly
Opening the app -> you are now playing the game
Try to avoid using language to convey instructions. People aren’t playing to read a manual. Use symbols or objects like giant red buttons to spur the player into action. This also saves on localization costs.
Get the player to an adrenaline point. If the game is not catchy they can easily throw it away
An adrenaline point is the part of the game that makes the player want to continue playing the game. These include the player causing an explosion, the world flips on itself, a new powerful ability is utilized, or a great obstacle is overcome.
Once the user is hooked then show them ads. When they are invested in the game they will be less likely to drop the app when faced with ads.