SlideShare a Scribd company logo
<>
M a k i n g H i t C a s u a l G a m e s
9th of October 2019Meetup < >
What did we learn while building
Our Idle Games?
N A T E B A R K E R
Director of Business Development at
Kolibri Games
New York University Alumnus.
Marketing at Disney Mobile and
Linekong Interactive.
Evangelist at Chartboost.
A G E N D A
Our Story
About Idle Miner
Tycoon
Our development approach
Games as a service
A G E N D A
About Idle Miner
Tycoon
Our development approach
Games as a service
Our Story
A G R O W T H S T O R Y
K O L I B R I G A M E S
This is a story about how we created
a gaming franchise spanning more
than 100M downloads.
And a story about passion, resilience,
hard work and long hours.
H O W I T A L L S T A R T E D
K O L I B R I G A M E S
Humble beginnings in
the student apartment.
Our first project failed. Why?
• Waterfall development
instead of agile
approach.
• Very complex technical
approach.
• No testing for months.
So we started from scratch
again.
And thought about a new genre
we wanted to be in.
Restart
K O L I B R I G A M E S
S I M P L E P R O T O T Y P E
No 3D artwork
No social features
No localization
No IAPs
No ad mediation
No longterm motivation
No cloudsave
2 0 1 6
K O L I B R I G A M E S
S I M P L E P R O T O T Y P E
2 0 1 6
And it reached an outstanding D1 retention.
D1 = the fraction of players that return one day after installing the game.
Most Free2Play games have a D1 retention of 40%.
K O L I B R I G A M E S
G A M E S A S A S E R V I C E
Polishing and expanding our
games with weekly updates.
K O L I B R I G A M E S
G A M E S A S A S E R V I C E
1 Development Sprint
1 Week
Planning Developing Testing
1 Update
We began our first steps of marketing in June 2017 and
scaled revenue 10x within 3 months.
2 0 1 7
D E C 2 0 1 7 We decided to move to Berlin.
30 of our people trusted us and
moved with us.
2 0 1 8
We grew our portfolio
to 2 idle games
2 0 1 9 We grew our team to over 100 people
100 MILLION DOWNLOADS
Success is no accident.
It’s the result of preparation, hard work and learning from failure.
A G E N D A
Our Story
Our development approach
Games as a service
About Idle Miner
Tycoon
O T H E R I D L E G A M E S
K O L I B R I G A M E S
F E A T U R E S
I D L E M I N E R T Y C O O N
Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
F E A T U R E S
I D L E M I N E R T Y C O O N
Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
F E A T U R E S
I D L E M I N E R T Y C O O N
Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
F E A T U R E S
I D L E M I N E R T Y C O O N
Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
E V E N T M I N E S
I D L E M I N E R T Y C O O N
S E A S O N P A S S
I D L E M I N E R T Y C O O N
The Idle Miner Tycoon version of the
popular Battle Pass known from
games like Clash of Clans, Fortnite
and other Top-Grossing Mobile
Games.
Casual / Hyper Casual
Easy to pick up
Easy to play
Mid-core
Strong social mechanics
Meta Game
Long-term retention
Idle
Short sessions
Quick progress/success
Player Friendly Ad Monetization
I D L E M I N E R T Y C O O N
K O L I B R I G A M E S
Mine
Transport
Sell
Mine
Mine
Upgrade
Mine
Transport
Sell
Mine
Mine
Upgrade
Choke Choke
Choke
You pay
You wait
I D L E M I N E R T Y C O O N
K O L I B R I G A M E S
Time vs. Money
Unblock Barriers
Double revenue
H O W D O E S I D L E M I N E R M O N E T I Z E ?
K O L I B R I G A M E S
Advertisements
In-App
Purchases
A G E N D A
Our Story
About Idle Miner
Tycoon
Games as a service
Our development approach
Games are a hit-driven business.
The faster you can find out that a game doesn't work, the
lower the costs.
What is the most important thing to do?
Say to a lot of things
NO!
O U R D E V E L O P M E N T A P P R O A C H
Our biggest inspiration
Basic mechanics
M I N I M U M V I A B L E P R O D U C T
O U R D E V E L O P M E N T A P P R O A C H
Basic mechanics Rough graphic concepts
M I N I M U M V I A B L E P R O D U C T
O U R D E V E L O P M E N T A P P R O A C H
Basic mechanics Rough graphic concepts Iterating on graphics,
mechanics, balancing
M I N I M U M V I A B L E P R O D U C T
O U R D E V E L O P M E N T A P P R O A C H
Basic mechanics Rough graphic concepts Iterating on graphics,
mechanics, balancing
Finalizing UX, graphics,
mechanics, balancing
M I N I M U M V I A B L E P R O D U C T
O U R D E V E L O P M E N T A P P R O A C H
We believe that the most import thing is
the core gameplay measured by
D1 retention.
D1 Retention = the fraction of
players that return one day
after installing the game.
Idle Miner Tycoon Idle Factory Tycoon
It’s 75% with
this one
Also with this one
Most Free2Play games have a
D1 retention of 40%.
Not our games.
K O L I B R I G A M E S
S I M P L E P R O T O T Y P E
Outstanding D1 retention.
D1 = the fraction of players that return one day after installing the game.
Most Free2Play games have a D1 retention of 40%.
• Small team
• Find concept /
core mechanic
• Playable version
• Test & iterate
8
1. Start
Product Manager
Engineer
Designer
Artist
2. Minimum
viable
product
???
• Everyone in the
company
• Is the gameplay
fun?
• Fixing bugs
3. Internal
Testing
• Early day
retention
• Organic
downloads
• Rating & user
feedback
4
weeks
4. External
Testing
• Add team
members
• Build more
features
• Scale with user
acquisition
5. Scaling Up
forever
Game
Team
D E V E L O P M E N T P R O C E S S
O U R D E V E L O P M E N T A P P R O A C H
QA
A G E N D A
Our Story
About Idle Miner
Tycoon
Our development approach
Games as a service
We released Idle MinerTycoon
in July 2016.
Polishing and expanding the game
with more than 160 updates.
G A M E S A S A S E R V I C E
1 Development Sprint
1 Week
Planning Developing Testing
1 Update
U P D A T E P O L I C Y
G A M E S A S A S E R V I C E
1%
20%
100%
5%
Day 1: Identifying bugs via reporting tool
Day 3: User feedback and store reviews
Day 4: Release
Day 2: Identifying bugs via reporting tool
S T A G E D R O L L O U T
G A M E S A S A S E R V I C E
1%
20%
100%
5%
Day 1: Identifying bugs via reporting tool
Day 3: User feedback and store reviews
Day 4: Release
Day 2: Identifying bugs via reporting tool
S T A G E D R O L L O U T
G A M E S A S A S E R V I C E
How do we know which update
players will love the most?
Which idea is worth developing?
K E E P P L A Y E R S E N G A G E D
G A M E S A S A S E R V I C E
Community
Feedback
Data based
Qualitative decisions
Most of our players are located in the US and Europe.
Most players stay in the game for 9:24 minutes per session.
What we learned: Idle Miner Tycoon and Idle Factory Tycoon - Kolibri
Nice, but now what?
Will players like a 5th
continent?
We don’t know and it’s too
costly to just test it.
So we have to just make a
decision.
Q U A L I T A T I V E D E C I S I O N S
G A M E S A S A S E R V I C E
A G E N D A
Our Story
About Idle Miner
Tycoon
Our development approach
Games as a service
T H A N K Y O U !
Nate Barker
Director of Business Development
nate.barker@kolibrigames.com
Thanks for listening
And thanks for coming! Next up, we’ll be focusing on ‘Platformer/Runner Games’.
We’ll share the details (when, where, and line up) at a later date, so stay tuned.
Any questions, feel free to email us at insights@gameanalytics.com.

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What we learned: Idle Miner Tycoon and Idle Factory Tycoon - Kolibri

  • 1. <> M a k i n g H i t C a s u a l G a m e s 9th of October 2019Meetup < >
  • 2. What did we learn while building Our Idle Games?
  • 3. N A T E B A R K E R Director of Business Development at Kolibri Games New York University Alumnus. Marketing at Disney Mobile and Linekong Interactive. Evangelist at Chartboost.
  • 4. A G E N D A Our Story About Idle Miner Tycoon Our development approach Games as a service
  • 5. A G E N D A About Idle Miner Tycoon Our development approach Games as a service Our Story
  • 6. A G R O W T H S T O R Y K O L I B R I G A M E S This is a story about how we created a gaming franchise spanning more than 100M downloads. And a story about passion, resilience, hard work and long hours.
  • 7. H O W I T A L L S T A R T E D K O L I B R I G A M E S Humble beginnings in the student apartment.
  • 8. Our first project failed. Why? • Waterfall development instead of agile approach. • Very complex technical approach. • No testing for months.
  • 9. So we started from scratch again. And thought about a new genre we wanted to be in. Restart
  • 10. K O L I B R I G A M E S S I M P L E P R O T O T Y P E No 3D artwork No social features No localization No IAPs No ad mediation No longterm motivation No cloudsave 2 0 1 6
  • 11. K O L I B R I G A M E S S I M P L E P R O T O T Y P E 2 0 1 6 And it reached an outstanding D1 retention. D1 = the fraction of players that return one day after installing the game. Most Free2Play games have a D1 retention of 40%.
  • 12. K O L I B R I G A M E S G A M E S A S A S E R V I C E Polishing and expanding our games with weekly updates.
  • 13. K O L I B R I G A M E S G A M E S A S A S E R V I C E 1 Development Sprint 1 Week Planning Developing Testing 1 Update
  • 14. We began our first steps of marketing in June 2017 and scaled revenue 10x within 3 months. 2 0 1 7
  • 15. D E C 2 0 1 7 We decided to move to Berlin. 30 of our people trusted us and moved with us.
  • 16. 2 0 1 8 We grew our portfolio to 2 idle games
  • 17. 2 0 1 9 We grew our team to over 100 people
  • 18. 100 MILLION DOWNLOADS Success is no accident. It’s the result of preparation, hard work and learning from failure.
  • 19. A G E N D A Our Story Our development approach Games as a service About Idle Miner Tycoon
  • 20. O T H E R I D L E G A M E S K O L I B R I G A M E S
  • 21. F E A T U R E S I D L E M I N E R T Y C O O N Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
  • 22. F E A T U R E S I D L E M I N E R T Y C O O N Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
  • 23. F E A T U R E S I D L E M I N E R T Y C O O N Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
  • 24. F E A T U R E S I D L E M I N E R T Y C O O N Expand the Skill TreeGo on ExpeditionsExplore Your WorldMine Resources
  • 25. E V E N T M I N E S I D L E M I N E R T Y C O O N
  • 26. S E A S O N P A S S I D L E M I N E R T Y C O O N The Idle Miner Tycoon version of the popular Battle Pass known from games like Clash of Clans, Fortnite and other Top-Grossing Mobile Games.
  • 27. Casual / Hyper Casual Easy to pick up Easy to play Mid-core Strong social mechanics Meta Game Long-term retention Idle Short sessions Quick progress/success Player Friendly Ad Monetization
  • 28. I D L E M I N E R T Y C O O N K O L I B R I G A M E S Mine Transport Sell Mine Mine Upgrade Mine Transport Sell Mine Mine Upgrade Choke Choke Choke
  • 30. I D L E M I N E R T Y C O O N K O L I B R I G A M E S Time vs. Money Unblock Barriers Double revenue
  • 31. H O W D O E S I D L E M I N E R M O N E T I Z E ? K O L I B R I G A M E S Advertisements In-App Purchases
  • 32. A G E N D A Our Story About Idle Miner Tycoon Games as a service Our development approach
  • 33. Games are a hit-driven business. The faster you can find out that a game doesn't work, the lower the costs.
  • 34. What is the most important thing to do? Say to a lot of things NO!
  • 35. O U R D E V E L O P M E N T A P P R O A C H Our biggest inspiration
  • 36. Basic mechanics M I N I M U M V I A B L E P R O D U C T O U R D E V E L O P M E N T A P P R O A C H
  • 37. Basic mechanics Rough graphic concepts M I N I M U M V I A B L E P R O D U C T O U R D E V E L O P M E N T A P P R O A C H
  • 38. Basic mechanics Rough graphic concepts Iterating on graphics, mechanics, balancing M I N I M U M V I A B L E P R O D U C T O U R D E V E L O P M E N T A P P R O A C H
  • 39. Basic mechanics Rough graphic concepts Iterating on graphics, mechanics, balancing Finalizing UX, graphics, mechanics, balancing M I N I M U M V I A B L E P R O D U C T O U R D E V E L O P M E N T A P P R O A C H
  • 40. We believe that the most import thing is the core gameplay measured by D1 retention. D1 Retention = the fraction of players that return one day after installing the game.
  • 41. Idle Miner Tycoon Idle Factory Tycoon It’s 75% with this one Also with this one Most Free2Play games have a D1 retention of 40%. Not our games.
  • 42. K O L I B R I G A M E S S I M P L E P R O T O T Y P E Outstanding D1 retention. D1 = the fraction of players that return one day after installing the game. Most Free2Play games have a D1 retention of 40%.
  • 43. • Small team • Find concept / core mechanic • Playable version • Test & iterate 8 1. Start Product Manager Engineer Designer Artist 2. Minimum viable product ??? • Everyone in the company • Is the gameplay fun? • Fixing bugs 3. Internal Testing • Early day retention • Organic downloads • Rating & user feedback 4 weeks 4. External Testing • Add team members • Build more features • Scale with user acquisition 5. Scaling Up forever Game Team D E V E L O P M E N T P R O C E S S O U R D E V E L O P M E N T A P P R O A C H QA
  • 44. A G E N D A Our Story About Idle Miner Tycoon Our development approach Games as a service
  • 45. We released Idle MinerTycoon in July 2016. Polishing and expanding the game with more than 160 updates. G A M E S A S A S E R V I C E
  • 46. 1 Development Sprint 1 Week Planning Developing Testing 1 Update U P D A T E P O L I C Y G A M E S A S A S E R V I C E
  • 47. 1% 20% 100% 5% Day 1: Identifying bugs via reporting tool Day 3: User feedback and store reviews Day 4: Release Day 2: Identifying bugs via reporting tool S T A G E D R O L L O U T G A M E S A S A S E R V I C E
  • 48. 1% 20% 100% 5% Day 1: Identifying bugs via reporting tool Day 3: User feedback and store reviews Day 4: Release Day 2: Identifying bugs via reporting tool S T A G E D R O L L O U T G A M E S A S A S E R V I C E How do we know which update players will love the most? Which idea is worth developing?
  • 49. K E E P P L A Y E R S E N G A G E D G A M E S A S A S E R V I C E Community Feedback Data based Qualitative decisions
  • 50. Most of our players are located in the US and Europe.
  • 51. Most players stay in the game for 9:24 minutes per session.
  • 53. Nice, but now what?
  • 54. Will players like a 5th continent? We don’t know and it’s too costly to just test it. So we have to just make a decision. Q U A L I T A T I V E D E C I S I O N S G A M E S A S A S E R V I C E
  • 55. A G E N D A Our Story About Idle Miner Tycoon Our development approach Games as a service
  • 56. T H A N K Y O U ! Nate Barker Director of Business Development nate.barker@kolibrigames.com
  • 57. Thanks for listening And thanks for coming! Next up, we’ll be focusing on ‘Platformer/Runner Games’. We’ll share the details (when, where, and line up) at a later date, so stay tuned. Any questions, feel free to email us at insights@gameanalytics.com.