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@JoaoInTheNorth5,500 subscribers

@joinmoco's community hunting specialist // fan of tennis, books, metroidvanias and sc games

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no idea what map should i play 🤔🤔🤔🤔🤔

no idea what map should i play 🤔🤔🤔🤔🤔

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F.A.Q. Is at risk of being killed? No. But I saw some twitter account placing last in Supercell games revenue 😱😱😱 Here we go again 🥲 At the moment, we have 99 priorities. Revenue ain't one. I understand the concern, but to reiterate once again: We're keeping our player base small, collect player feedback, analyse player behaviour with the game, and improve based on that. Once we're confident, we'll scale the game. So far we did close to zero effort into player acquisition. We ran a small campaign in the summer mostly to test things out and it produced great results! Right now, as we're pivoting the game, we've paused our efforts. Low revenue is expected in the coming months. Then why was the game launched globally? Our launch strategy was very different from past Supercell games. We launched globally so everyone could access the game, regardless of their country. We didn't want to exclude anyone or have players using VPNs to play. Instead, we used an invite system to actually control growth and keep things small. We eventually lifted the invite system to make access easier once the launch frenzy slowed down. Yes, we launched globally, but that wasn't our big "GLOBALLLLLLL 🥳🥳🥳🥳" moment. I'm not even sure we'll have or need one. We want to grow progressively. What's working and what's not? We have very encouraging metrics, including the cosmetic-only monetisation model which is showing great results so far. We want to improve player retention which which isn’t yet where we want it to be, but nothing drastic or discouraging. Right now, we're working on revamping the game to address core issues, which would have been way more challenging if we'd gone big right from the start. Is neo moco ( revamp) a hit-or-kill moment for the game? lol no. It was simply a very needed revamp, as the current chapter system wasn't working. We're hoping neo moco will deliver a better experience, but also just the baseline to keep improving and making it more and more enjoyable with further updates. But the other Supercell game... Every Supercell game is its own team, following its own path. Game A is not discontinued or launched globally because of what happened to Game B. No one is demanding us quick results. We're not speed running success. You're killing the game by removing power progression/builds/that particular feature i really like. Nothing is set in stone. If we feel that re-adding some sort of progression will improve things, we'll do it. If we feel that classes need some sort of customisation, we'll add it. However, keeping the current system as it is would set us up for failure. Right now, we just need to put the new version out there, see how it feels with players and go from there. When will neo launch? We're very confident for first quarter of 2026, but that's subject to change. Will be the next Supercell global hit? Only time will tell. We have every reason to believe so, and as long as that's the case, we'll keep going strong 💪 So don't read too much into some (very unreliable and questionable) revenue comparisons. We don't care at the moment, so why should you? Taking the chance to share a clip of the mo.convo podcast we recorded last month. Nothing changed, still actual. See you for neo moco 🥳

joao.co

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shall we do it??

joao.co

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Daha fazla içerik yok.