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The three people of the strange casual mini game created 600 million "BREAKER"

2025-01-27 09:03:26|Myriagame |source:minecraft skins

Earlier, Japan's IGNIS launched a game called "Breakers", which has been launched 600,000 in one month.Surprisingly, although "Breaker" was developed nominally by Ignis with 110 employees, it was specific to the game. In this game, there were only 3 developers in this game. In addition to the producer Kawaguchi, the entire team was only required for the program.Two designers.

Judging from the data of 30%of the overall income of the overall income, this small game created by only three people is still very attractive.

Upgrade mode

Because many people now like to continue to upgrade by their own efforts and then show off each other, the game has upgraded the props that were originally generous games to upgrade with the level.

The difficulty is suitable for mobile platforms

Since this game is a mobile game, the main creator has also adjusted the difficulty of the game for dozens of times in terms of game balance, so that players will not feel too simple, and will not be because long -term cards will be at a certain level.Boring abandonment.

Levels unlimited reincarnation

The producer Kawaguchi said that he is also a player. When playing a lot of games, whenever the final BOSS is knocked down, there will be a feeling of "the story is over, so it will not be lonely", so he will be he will beWhen developing this game, it also adheres to the view of "don't end", so all the levels of "Breakers" are also infinitely cyclical.

70% of the secondary retention

The game reached 70%, and the retention on the 7th was also about 25%. It can be said that it was the one with the highest retention rate in Ignis's leisure games.One of the users is playing games with a gap in the daytime, and the other is to play in the middle of the night for a long time.From the data point of view, many players will play at least 4 to 5 hours a day.

Internal purchase accounts for 30% of the overall income

Judging from the overall income of the game, it can be divided into internal purchase and advertising income. The share of internal purchase accounts for about 30%, and most of the users are performed within 1 to 2 hours of the game.Paid.This is mainly because the early game is too difficult to defeat BOSS.

Therefore, this mini -game created by the three people also created the record of the highest single -day payment of IGNIS's leisure game, and its overall income ranks in the top five in the leisure game of IGNIS.