Ketchapp is recruiting a Producer 💪🏻! If you want to integrate a dynamic and cosy family 🧑🧑🧒🧒 and have some relevant experience in producing mobile games 📲, please check it out : https://smrtr.io/vRDhy
À propos
Ketchapp is the founding pioneer of hypercasual. With more than 200 games released on the App Store & 2 billion downloads, we are one of the most iconic players of the hypercasual industry http://www.ketchappgames.com
- Site web
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http://www.ketchappgames.com
Lien externe pour Ketchapp
- Secteur
- Jeux vidéo
- Taille de l’entreprise
- 11-50 employés
- Siège social
- Paris
- Type
- Société civile/Société commerciale/Autres types de sociétés
- Fondée en
- 2012
- Domaines
- Hypercasual, Hybridcasual, Publishing, Mobile Gaming et User Acquisition
Lieux
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Principal
Obtenir l’itinéraire
Paris, FR
Employés chez Ketchapp
Nouvelles
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𝟏𝟎𝐊 𝐅𝐨𝐥𝐥𝐨𝐰𝐞𝐫𝐬 𝐭𝐨 𝐫𝐞𝐰𝐚𝐫𝐝 𝐨𝐮𝐫 𝟏𝟎𝟎% 𝐛𝐮𝐥𝐥𝐬𝐡*𝐭-𝐟𝐫𝐞𝐞 𝐜𝐨𝐧𝐭𝐞𝐧𝐭! What you’ll see on our LinkedIn page: ❌ Selfies from our community manager ❌ The transformational story of how our CEO climbed Mount Everest (he didn’t) ❌ Soulless “inspirational” AI-generated content ✅ Market trends & insights from our product specialists ✅Feature analysis & case studies backed by our teams’ data ✅ Actionable strategies to help improve KPIs and revenue Our commitment remains unchanged: sharing actionable strategies for mobile game-makers worldwide, based on our own experiments. We’re glad to reach 10,000 followers on our page despite algorithm changes, and while remaining true to this mission. Stay tuned for more.
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Daily Events coming to Rider! Daily Events are increasingly popular in hybridcasual games. We recently added our own version to Rider: 𝟭𝘃𝟭 & 𝗦𝗰𝗼𝗿𝗲 𝘁𝗼 𝗕𝗲𝗮𝘁 On Wednesdays and weekends, players can join a 1v1 competition! A new widget appears on the main menu. When players click on it and enter the competition, they’re matched to a bot player and discover the “Score to Beat.” During the run, players can see their opponent’s “Score to Beat” in a progress bar on top of the screen. This gives a short-term goal to reach and a sense of thrill and competition. 𝗟𝗲𝗮𝗴𝘂𝗲 𝗦𝘆𝘀𝘁𝗲𝗺 This competitiveness is supported by a new League System. Once the run ends, if players beat their opponent’s score, they earn trophies. These trophies allow them to climb the leaderboard and join leagues from Iron to Diamond. 𝗪𝗶𝗻 𝗦𝘁𝗿𝗲𝗮𝗸 To increase engagement, we’ve also added a Win Streak system. The more opponents beaten in a row, the higher the number of trophies with each additional victory. On the flip side, if players can’t beat the score, the streak is threatened. To “save” their streak, players can Revive by watching a rewarded video. This 1v1 feature introduced as a “Daily Event” increased our daily profit by 15% on Android and 25% on iOS.
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Most hypercasual players don’t care about cosmetics. That’s because what matters most to hypercasual and hybrid players is to progress in the game, not to show off. This became a challenge for us when we tried to implement in-app purchases in Rider. We wanted to increase the game’s revenue by offering more spending opportunities than just the No-Ads. In Rider, players unlock more bikes as they progress. Monetizing the bike collection was, therefore, a savvy move. However… We know that the majority of our players won’t spend on cosmetics. To sell, IAPs must impact the gameplay in one way or another. Adding stats like speed and acceleration to bikes would have helped, but it’s impossible in Rider. In fact, all bikes must keep the same physics to overcome obstacles, so variable stats depending on the bike weren’t an option. Instead, we decided to implement a new innovative feature: the Score Multiplier. The Score Multiplier is linked to the bike collection. All players start with a Score multiplier of x1. After unlocking more bikes, this number grows. When the score multiplier is x2, it means players’ scores will increase twice as fast the next time they play a level. This feature directly impacts what players care about: their score. A higher score allows them to progress faster, so the score multiplier is a welcomed addition. With the Score Multiplier, we turned a feature geared towards completionists – the bike gallery – into something bigger that more players care about. The results of this implementation? A 50% increase in rewarded videos watched, and a 25% increase in the game’s daily revenue. Players stay longer in the game and watch more ads to unlock new bikes and increase their multiplicator.
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The bestselling IAP in Jerry’s Safe House? A corgi. This cute dog accounts for 30% of IAP sales in Jerry's Safe House. While its cuteness certainly plays a role, the way this dog IAP is introduced to players is what makes it a bestseller. Here’s how we proceed: First, this IAP is diegetic and fully integrated into the gameplay. During your onboarding, as you venture outside Jerry’s house, you come across this dog and must save him from a hungry crowd of zombies. Once he’s safe and sound, you’re tasked with building him a shelter. Only after, when the dog joins Jerry in the house, you’ll see a popup asking you to purchase this dog if you want to keep it. Now that you’ve invested time and energy to save this dog, he’s become valuable, and it’s likely that you’ll want to keep him–which increases conversion. Speaking of conversion, every single player will cross paths with the corgi. It’s inevitable, as he’s part of the game. This increases exposure and therefore the conversion rate for this IAP.
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𝗗𝗼 𝘆𝗼𝘂 𝗿𝗲𝗮𝗹𝗹𝘆 𝗻𝗲𝗲𝗱 𝟯 𝗡𝗼-𝗔𝗱 𝗯𝘂𝗻𝗱𝗹𝗲𝘀 𝗶𝗻 𝘆𝗼𝘂𝗿 𝘀𝗵𝗼𝗽? Hyper- and Hybrid-casual titles used to feature a single No-Ad package. Such bundles usually included an ad-free experience for players and a variety of perks (a blend of cosmetics, consumables, and currencies). But today, we're seeing an increasing number of game shops with 2 or 3 No-Ad bundles, displayed side-by-side. Does this strategy truly increase IAP revenue? In short, yes… If your various bundles respond to players’ needs. In Jerry’s Safe House, we offer 3 different tiers of No-Ad bundles: Basic, Advanced, and Premium. As a result, we sell 3 times more Premium bundles than Basic No-Ads, and twice more than the Advanced package. Beyond upselling, the goal is to offer complementary products catering to different players. This approach is a fair way of combining players’ freedom to choose and revenue growth for game makers. We replicated this strategy in older titles like Ballz, and it’s shown promising results – Advanced and Premium bundles are also becoming bestselling IAPs in this game.
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Brawlhalla in Rider Worlds! Following the success of the Assassin's Creed Shadows event, we're bringing another Ubisoft franchise into Rider Worlds. This week, players are enjoying a special event inspired by Brawlhalla. Rider Worlds will feature exclusive bikes designed by ChimpWorks and inspired by fan-favorite characters.
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𝗢𝗹𝗱 𝘀𝗰𝗵𝗼𝗼𝗹 𝗣𝗼𝗣 𝘃𝘀 𝗡𝗲𝘄 𝗣𝗼𝗣? 𝗪𝗵𝘆 𝗻𝗼𝘁 𝗯𝗼𝘁𝗵? Award-winning game Prince of Persia: The Lost Crown is now available on mobile and surpassed 2M players! If you’re in for a more snackable experience, check out Prince of Persia: Escape, inspired by the first episode of the game and made by our teams at Ketchapp. Whether you're a Lost Crown fan or ready to travel back in time for a shot of nostalgia, pick your favorite prince and play on the go! Available on Android and iOS (download links in the comments below).
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Should you offer the “No Ads” feature with any in-app purchase, like in Pocket Champs and Mob Control? 🤔 In a game’s economy powered by IAPs, a “Get-the-No-Ads-with-anything” offer is a strong incentive for players to make their first purchase. They might buy the cheapest item (e.g., the smallest currency pack) to remove ads, but enjoy the consequences of having extra currency. After crossing the “payment” boundary and tasting the effect of IAPs, they’ll be more likely to buy again. This approach turns your cheapest IAP items into valuable icebreakers ⛏️ While it might be tempting to try this strategy yourself, beware: it could take away a good part of your income. In fact, this strategy only works if your game’s economy is deep enough to make various IAP attractive. This is the case of many hybrid games, as opposed to hypercasual games in which the most valuable IAP is usually the No-Ads. So if you give the No-Ads away as a “bonus” with the cheapest pack of premium currency, you’re leaving a lot of money on the table. To sum up: 1. If your game’s economy is designed so players want to buy more than one item, and even become regular buyers, then offering the No-Ads with any purchase makes sense. In this case, the No-Ads acts as an incentive for free players to become payers, and it can pay off if they turn into regular buyers. Plus, players will be more likely to make their first purchase if the value of low-cost items is boosted with the No-Ads bonus. They’ll be even more likely to make a 2nd purchase once the first-purchase boundary has been crossed. 2. However, if most of your IAP revenue comes from the No-Ads (like in any classic hypercasual game), an offer like “Get-the-No-Ads-with-any-IAP” will destroy value and hurt your game. Instead, consider increasing the value of your No-Ads with various No-Ads bundles.
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