Triple Bottom Line IAPs

I bought this item yesterday in Dungeon Boss. On the surface, a pretty great IAP from a developer and player perspective. The player gets a great deal on gems, provided he or she logs in daily. The developer gets both Monetization and Retention. A double bottom line result.

But why stop there? Couldn’t this item also throw off a few gems for the player to gift to friends, to create some Virality?

That would be a triple bottom line result!

Can we modify your title’s IAPs to generate triple bottom line results?

Best,
Adrian

Compulsion Loop
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Speed Guess – Something

Why Play? Zynga’s latest “with friends” style game deviates greatly from its predecessors. Think SongPop with drawings. The matchmaking mechanic let’s you play against random opponents rather than inviting friends. This is presumably to hedge against Facebook’s recent changes to their terms of service that prevent mass friend invites. Check it out for its new user flow.

Google Play App Store
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Lifeline

Why Play? One of the first games to support Apple Watch but works well on phones too. Plays in short chunks throughout the day. Delay loops in a Choose Your Own Adventure style game frustrates more than it should.

Google Play App Store
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Dungeon Boss

Why Play? Team-based RPG-lite with familiar Pokemon-battle gameplay. Long initial gameplay before the IAP pinch is great for free players but doesn’t aid monetization as you may get bored or had your gameplay fill before quitting.

Google Play App Store
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Mobile Strike

Why Play? Reskin of Game of War:Fire Age with the same cluttered UI and build, upgrade, unlock cycle while pushing players to boost, skip timers, and purchase currency. The game cleverly gives the player over a dozen buildings and upgrades to get the player invested right away. Epic War (Machine Zone) strikes again with another military monetization monster and adds the Governator for UA.

Google Play App Store
Compulsion Loop

CompulsionLoop is AC+A’s (adriancrook.com) weekly pursuit of providing a Featured List for those in the games industry. A look at the latest must-play apps, along with short, useful takeaways from our team of game design and product experts. If you have a game that you think your industry colleagues should try, we’d love to hear about it at games@compulsionloop.com. Don’t forget to tell us why industry insiders should be compelled to try out the game (see what we did there?).

Know a game that you think others should play? Let us know and tell us why we should play it.

Thank you for reading and we look forward to helping you discover more games that you can glean learnings from. Feel free to reply to this email or contact games@compulsionloop.com — we’re always happy to hear from you.

Have a great week!

- Adrian Crook www.adriancrook.com