It seems like if what you’re showing is what you understand they find appealing and fun, then surely that’s what should be in the game. You give them that.
But instead, you give them something else that is unrelated to what they’ve seen on the ad? A gem matching candy crush clone they’ve seen a thousand times?
How is that model working? How is that holding up as a marketing technique???
This isn’t even the worst offender: https://www.youtube.com/watch?v=w3_E9iW_wTk
There’s actually a game made of these games called, hold your breath: “Yeah! You Want “Those Games,” Right? So Here You Go! Now, Let’s See You Clear Them!”
Okay the real question, is there a good version of this game genre?
How is that holding up as a marketing technique
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the kindergarteners playing roblox on their mom’s phone don’t care
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you already have their malware and that’s all that matters
When I was pitching games to publishers, this was how they would test game ideas to see if there was interest. You essentially sent them a few minutes of gameplay or faked gameplay ideas and they would create these ads.
Anti-user features are a major thing. People are dumb enough with technology you can get away with openly screwing over your “customers”. The antifeature in this case is “it’s not actually the advertised game, it’s a cheap pay to win thing”.
Presumably, people download this thinking it’s cool, and then end up playing it anyway and whaling for the “developers”, who may literally be four people, one of which reskins existing games, while everyone else does sales and marketing.