With a CPI in this range, you can start making game improvements that improve in-game metrics like retention and playtime instead of focusing only on lowering CPI. Aiming for a CPI under $0.30 will generate higher probability that your game appeals to users. That’s because the goal for hyper-casual games is to reach a very wide audience, so you need to be able to acquire users at scale for low cost. A low CPI is confirmation that many users understand and enjoy your game - and that your game can scale affordably. On social networks, there’s no better metric to analyze the marketability power of your prototype than CPI. But, you want to be as efficient and quick as possible during prototyping to avoid investing too many resources before seeing the potential of your concept. As you test more creatives across several UA channels, you’re better able to predict the marketability power of your prototype. Marketability indicates the size of the potential audience for your game and predicts how well they’ll convert from an ad impression to an install on several different UA channels. The most important KPI when prototype testing is CPI, or cost per install, which reflects the marketability power of your concept. These are all predictive metrics for revenue and LTV that can help you confirm with more certainty whether your game has legs or you should go back to the drawing board and start from scratch. The proof isn’t in the pudding, though - it’s in the performance metrics that come after running the test.ĭanielle Cohen Reich, Director of Gaming at Supersonic, shares the 3 most important KPIs developers should check when testing their hyper-casual prototypes to prove they can be scalable, profitable games. During prototyping testing, your goal is to prove that there’s a place in the market for your hyper-casual concept and that it can scale into a profitable business.
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