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mahoganygoo
mahoganygoo - - 1 comments @ Marketing my latest mobile game - postmortem of the first month

How have you found the ten minute life replenishment in terms of retention? We're using it on our game at the moment and I'm concerned that once the lives are gone people aren't going to come back because they've had their fun arbitrarily limited.

Or do you think that it creates a reasonable time frame for people to be like, 'Okay, I'll come back in ten minutes or half an hour after I've done what I need to do?'

Good karma+2 votes