Mobile Pre-Launch Optimisation
summary
Critter Clash hits over 600K pre‑registrations and ~400K downloads in two months after an 8‑month pipeline; soft launch spends ~AUD40K and targets 500 installs/day to validate monetisation. Using Firebase and BigQuery for raw cohort LTVs and Unity experiments for pricing, D1 retention climbs from 26% to 33% after FUE redesign and conversion rises from 1.34% to 3.34%; Early Access featuring drives ~15,000 installs, but pre‑registration email lift skews launch-quality signals.
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chapters (22)
- 0:00Start
- 1:40Introduction
- 2:29CRITTER CLASH
- 2:48Version of the Game
- 3:26Assumptions
- 4:17Benchmark
- 5:38Budget and Accuracy is correlated
- 7:32Minimum Toolset
- 9:41Process
- 14:0627/09-1/10/19:Bellabox Event
- 15:2930/10 2/11: Monetisation + iOS
- 18:44Summary
- 20:25Early Access Featuring (14/12-21/12)
- 25:15Does variety of teams improve retention?
- 26:05Vanting a hero makes people play more?
- 27:19Do our players like more fun heroes?
- 29:3714/2: Pre-registration Featuring 7 Day Retention Build
- 31:57Pre-Launch Game Performance
- 34:39Mistakes
- 36:22Preparing for Launch
- 37:20e-Launch vs. Post-Launch Performance
- 38:20Conclusions
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