Homa is proud to be featured in Digiday for our innovative approach to game development and publishing. The article highlights the successful launch of Clean It, a mobile game co-developed with LilyxGame, which has achieved over 18 million downloads. Key takeaways: - TikTok as a driving force: Homa leveraged TikTok's influential community to propel Clean It to success. - #CleanTok inspiration: The game taps into the popular #CleanTok trend. - Community-driven approach: Homa's strategy demonstrates the power of engaging with online communities for game development and marketing. Read the full Digiday article to learn more about our success story via the link in the comment section.
Homa’s Post
More Relevant Posts
-
Every publisher asks it but only a few get it right: What’s actually driving results in mobile ad monetization today? Crackle will tackle this head-on at Pocket Gamer Connects (Oct 7- 8, 2025), part of week-long Finnish Games Week 2025 starting today in #Helsinki, where Jaivir Nagi will join the discussion in the panel 'Monetisation Decoded – What’s Working and What’s Not?'" We believe a hit mobile game needs a monetization engine as smart as its gameplay. That's the future we're building at Crackle, and we're excited to discuss it at #PGCHelsinki. Our team members, Shashank Dudeja and Jaivir Nagi, are looking forward to connecting with publishers and developers to talk about AI-powered ad monetization, new ideas in ad tech, and the biggest challenges in game monetization today. Drop us a comment below if you’re not attending FGW but still want to discuss AI-powered Ad monetization for your mobile game/app, with our team. #AdMonetization #InGameAds #Adtech #MobileGames #AIAdtech #BuiltForPublishers #FGW2025 #GameMonetization #CrackleAI #AdRevenue #Finland IGDA Finland #WLoveGames #FinnishGamesWeek
Meet Crackle at PGC Helsinki 2025
To view or add a comment, sign in
-
MULTIPLIER-BASED ADS are taking over mobile gaming creatives! 💥 From 10X to 100X boosters — watching numbers explode on screen is delivering instant player engagement across genres. 🎮 Top Games Using This Trend: Idle Mafia by Century Games — Supplies multiply through booster gates with perfect pacing and clarity. Cat Magic School: Cute Tycoon by Treeplla — Cats pass through multiplier gates before gameplay even begins, hooking viewers instantly! Idle Nightclub Tycoon — Cleverly blends interview-style intros before revealing its multiplier gameplay payoff. Carnival Tycoon by Wild Candle Spin — Multiple variations including slingshot swimming tubes and massive crowd multipliers! 🔥 Why It Works: These ads trigger the brain’s satisfaction response — big numbers, visible rewards, and escalating motion. They make viewers feel the growth before even playing. The formula is simple yet incredibly powerful: Show progression → Show satisfaction → Convert instantly. With multiple developers adopting this, multiplier-based ads might just define the next creative meta in mobile gaming. 💭 Which multiplier ad variation grabs your attention the most? Comment below and share your thoughts! 🔔 Subscribe for more ad creative breakdowns & mobile gaming trends! 📊 Data Partner: AppMagic 🔗 Join Our Community: Slack: https://lnkd.in/g8DvcaK7 Substack: https://lnkd.in/g6uXyKJK LinkedIn: https://lnkd.in/gQC9mP-Y 👍 Like if you love watching those 100X explosions! #MultiplierAds #AdCreatives #MobileGaming #GameAds #NextBigGames #GameTrends #IdleMafia #CatMagicSchool #TycoonGames #MobileGameAnalysis
To view or add a comment, sign in
-
The Secret to Growing Your Mobile Game Organically Many indie game developers focus all their energy on ads, but the truth is: organic growth is where the real players come from. Here’s what I’ve learned: Small changes in your game’s title, description, visuals, and keywords can make a huge difference. By paying attention to these details: • You get more natural downloads • Players stay longer and engage more • Your game grows without spending tons on ads Even small improvements, tested and adjusted over time, can scale your game naturally and make a big impact. If you’re building games, don’t ignore ASO—it’s your secret weapon for long-term growth. “👉 Follow me for more tips on growing mobile games and indie dev insights #MobileGames #IndieDev #GameDevelopment #ASO #UserAcquisition #OrganicGrowth #Retention #GameMarketing #IndieGames #AppStoreOptimization #MobileGameTips #GamingIndustry #GameGrowth #IndieGameDev #GameMarketingTips
To view or add a comment, sign in
-
Why Game Monetization is a Big Issue facing Gamers & Devs and how to solve it... One of the Biggest Turn-Offs to (Mobile) Gamers is having to watch AD's... another is Pay-To-Play features...(having to buy more Gold/Dice Rolls/Continues to keep playing) The worst, in my opinion, is Pay-To-Win, (gotta buy the latest weapons and upgrades or get thrashed in later levels) One of the biggest problems I see plaguing the GameDev Community is deciding what kind of Money-making strategy to use. We don't want to upset players.. but we STILL need to MAKE $$$ Gamer or Developer, whichever you may be, we all know that these money models..just.. ... SUCK... IS THERE A BETTER WAY??? Answer: YES!..and it's actually been used by a few very successful AAA companies, like Nintendo, and proven to work time and time again. Their Strategy, in a Nutshell, is this: ---》GOOD HONEST MARKETING《--- Here's how I break it down: ● Pitch your Game's Major Selling Point ☆ Give the Player EXACTLY what you promised (for the original price you set, NOT INCLUDING "DLC" to be added later on) ...IF you put in microtransactions, or IAP's (in app purchases) for anything "extra" for any reason... ☆☆☆☆☆ IT HAD BETTER BE WORTH EVERY PENNY!!!! ☆☆☆☆☆ Or, Translated in the King's English: Being up-front about exactly what players are paying for and why, rather than charging money to "continue" playing a game you already downloaded for free (im referring specifically to Mobile Games) OR locking content behind IAP's and paywalls... People don't like Ad's or IAPs for a reason.. It's like giving a child half a cookie and telling him he has to do some chores or listen to a lecture to get the other half. The problem boils down to Game companies' POV of the consumer: They think players are sleazy, selfish, ungrateful morons that would rather die than give up a penny... (...because thats actually the kind of people the Execs at those companies are🤷♂️🤑) They think they need to trick or deceive players in some way in order to tickle the dollars out of their pockets. The Truth is that people WANT to PAY for good quality games. But they DONT want sneaky in-app-purchases, or have ad's shoved in their face when they're on a winning streak, OR to be chained to a subscription! Using Ads, Subscriptions, and Pay-to-win features are a LAZY substitute for good marketing. Think I'm wrong? Go look up the success of these classics: The Legend of Zelda Halo Mario Kart, Super Smash Bros, Sonic the Hedgehog Know what they all have in common? They each became a major series, sold Millions, and did it all without DLC, Ad's, Subscriptions, or IAP's. (Initially anyway😅) If you call a Game FREE TO PLAY then it should be 100% FREE with ZERO Pay-To-Win features... You want In-App-Purchasable content? Fine... But it should be the Icing, not the actual Cake itself. Don't Model the Market, Market the Model... #gaming #gamedev #gameindustry
To view or add a comment, sign in
-
-
Loyalty programs have come a long way from the old “offer walls.” Today, they’re not just a side feature, they’re strategic drivers of user acquisition and retention. According to a recent Games Forum report, 82% of Mobile Game Developers say Reward-based UA outperforms traditional channels. The data reveals that 77% of mobile game developers have already run a reward-based marketing campaign, with 95% saying this has given them a competitive advantage in the market. 🎮 Consistent play 🏆 Achievements 🤝 Community participation At Influence Mobile, we’ve built Rewarded Play around these exact principles, turning everyday gaming into a meaningful, rewarding experience for millions of loyal players. The result? Higher engagement, stronger retention, and a community that wants to come back. #RewardedPlay #MobileGaming #LoyaltyPrograms #UserEngagement #AdTech #GamingIndustry
To view or add a comment, sign in
-
-
How Much Do Mobile Games Earn from Ads? For developers and gamers alike, 2025 is shaping up to be a game-changer in ad revenue. From rewarded videos to interstitials and banner ads, the numbers are growing—and the strategies are evolving. At Appscre8ve, we’ve broken down the latest trends, key metrics, and insights that show how mobile games are monetizing smarter than ever. Want to see what’s driving ad earnings to new heights? 👉 Read the full analysis: https://lnkd.in/dE8UBKkz #MobileGames #AdRevenue #GameMonetization #Appscre8ve #GamingIndustry #DigitalTrends2025 #GameDev #TechInsights #EarnWithAds #BuildSmarterDesignBetter
To view or add a comment, sign in
-
-
If you still think mods are a side hobby, you’re already behind the curve. In 2024 in-game creators earned 240 million dollars, up nearly 20 percent from the year before. Developer payouts across UGC jumped 32 percent to 1.32 billion. This is not hype. It is a shift in how games grow, monetize, and keep players engaged. For agencies and brands, here is what matters: • Creators are micro publishers with deeply engaged audiences • Mods live inside games, making brand activations feel natural, not disruptive • Fair payouts mean creators invest in quality and community trust • Publishers are opening their ecosystems, accelerating collaboration • Hundreds of thousands of creators now reach more than 100 million gamers worldwide If you are treating mods as a curiosity, you are leaving opportunity on the table. The next generation of revenue leaders will need fluency in both advertising and creator economies. The language of trust is shifting and so is the architecture of in-game monetization. Mods are not gimmicks. Mods are infrastructure. #GamingIndustry #CreatorEconomy #UGC #BrandPartnerships #FutureOfGaming
To view or add a comment, sign in
-
Ever feel like your in-game ads are working harder than ever, for fewer players? You’re not alone. The economics of user acquisition in mobile are shifting fast. Here’s what’s happening: 📱 In-game ads have become so overused as “currency gates” that many players now farm hard currency by looping ads while doing something else. You still pay for those impressions, but they’re not seen. 📱 Credibility is eroding. Too many developers still use misleading gameplay to juice installs and boost discoverability, which hurts the trust in all ads that follow. 📱 Non-gaming brands like Revolut, Shein, and Vinted have entered the in-game space aggressively, competing for inventory and driving up CPMs. The result? A tougher, more expensive fight for real attention. Awareness today is built by creating in-game features that stand out, are easy to share, and by exploring alternative ways to grow your player base beyond in-game ads.
To view or add a comment, sign in
-
-
Ever noticed the numbers and icons on game boxes or digital stores — like 𝐏𝐄𝐆𝐈 𝟕 or 𝐏𝐄𝐆𝐈 𝟏𝟔 and wondered what they actually mean? They’re part of the 𝐏𝐄𝐆𝐈 (𝐏𝐚𝐧-𝐄𝐮𝐫𝐨𝐩𝐞𝐚𝐧 𝐆𝐚𝐦𝐞 𝐈𝐧𝐟𝐨𝐫𝐦𝐚𝐭𝐢𝐨𝐧) system, which helps identify whether a game’s content is suitable for a certain age group — not how hard the game is. 🎯 𝐀𝐠𝐞 𝐑𝐚𝐭𝐢𝐧𝐠𝐬 (𝟑, 𝟕, 𝟏𝟐, 𝟏𝟔, 𝟏𝟖): These indicate the 𝘮𝘪𝘯𝘪𝘮𝘶𝘮 recommended age - based on content such as violence, language, fear, or gambling themes. ⚠️ 𝐂𝐨𝐧𝐭𝐞𝐧𝐭 𝐃𝐞𝐬𝐜𝐫𝐢𝐩𝐭𝐨𝐫𝐬: Symbols on the box or store page (like 💣 for violence or 💬 for bad language) give you extra detail on why a game got that rating. Games today are immersive, social, and often include user-generated content or online chat. PEGI ratings help you decide what’s suitable — 𝐛𝐮𝐭 𝐭𝐡𝐞𝐲 𝐝𝐨𝐧’𝐭 𝐫𝐞𝐩𝐥𝐚𝐜𝐞 𝐜𝐨𝐧𝐯𝐞𝐫𝐬𝐚𝐭𝐢𝐨𝐧𝐬 𝐰𝐢𝐭𝐡 𝐲𝐨𝐮𝐫 𝐜𝐡𝐢𝐥𝐝 𝐚𝐛𝐨𝐮𝐭 𝐡𝐨𝐰 𝐭𝐡𝐞𝐲 𝐩𝐥𝐚𝐲, 𝐰𝐡𝐨 𝐭𝐡𝐞𝐲 𝐩𝐥𝐚𝐲 𝐰𝐢𝐭𝐡, 𝐚𝐧𝐝 𝐟𝐨𝐫 𝐡𝐨𝐰 𝐥𝐨𝐧𝐠. ✅ 𝐏𝐫𝐨 𝐭𝐢𝐩: Before buying or downloading a game, check the PEGI website (www.pegi.info) - it provides detailed descriptions of each rating and what to expect. Parenting in the digital age isn’t easy but with tools like PEGI, we can make more informed, confident decisions about what’s right for our kids. #DigitalSafety #Gaming #PEGI #OnlineSafety #MediaLiteracy #DigitalWellbeing #GameRatings
To view or add a comment, sign in
-
-
🎮 Everwind. 1,400+ demo reviews in a week. 86 percent positive. If you lead launches, pay attention. This demo is converting attention into playtime. 🔁 Last week, I broke down King of Meat’s tiny peak despite a large budget. This is the counterexample. 📈 Why this one is working: 1) Clear twist in a crowded genre. Everwind is a classic sandbox survival with a simple hook that markets itself: floating islands plus an upgradeable airship. That twist gives players a fresh “why now,” creates vertical exploration stories, and produces short, repeatable clips that show the fun without heavy explanation. 2) Announced at Gamescom 2024 and kept the drumbeat. The reveal was the starting gun, not the finish line. The team followed with consistent community updates, visible dev progress, and weekly reasons to check back. Consistency builds habit, habit builds wishlists, and wishlists drive day-one momentum. 3) Smart rebrand, no stall. SkyVerse became Everwind after a trademark issue. Instead of losing steam, they turned the rename into a moment: new trailer, renewed coverage, and a sharper message. When plans change, turn it into a beat and re-earn attention. 4) Next Fest heat turned into real sessions. Strong Next Fest visibility matters because it is a high-intent audience. Momentum there compounds into algorithmic placement, creator interest, and more players trying the demo in the same window. 5) Co-op in the demo. Letting friends play together now stacks discovery and retention. Co-op demos create clips, even if it's some buggy but funny moment, spark invites inside friend groups, and generate repeat sessions before launch. In social sandboxes, that is the right kind of risk. 6) 100 small creators beat 1 big creator. A wide base of mid and small creators means more concurrent lobbies, more diverse audiences, and more chances a player sees the game twice in one week from people they already trust. For social titles, repeated exposure inside a player’s circle converts better than a single celebrity shoutout. Some additional thoughts: Shipping a co-op in a demo is risky, but for social sandboxes, the upside compounds. You get watchability for discovery and friend-group adoption for retention in the same week. 💬 What single move had the highest leverage in Everwind’s rollout? 📊 With the same budget, how would you split between Next Fest prep, creator seeding that favors 100 small creators, co-op stress tests, and weekly content beats to turn demo heat into day-one CCU
To view or add a comment, sign in
-
Explore related topics
Explore content categories
- Career
- Productivity
- Finance
- Soft Skills & Emotional Intelligence
- Project Management
- Education
- Technology
- Leadership
- Ecommerce
- User Experience
- Recruitment & HR
- Customer Experience
- Real Estate
- Marketing
- Sales
- Retail & Merchandising
- Science
- Supply Chain Management
- Future Of Work
- Consulting
- Writing
- Economics
- Artificial Intelligence
- Employee Experience
- Workplace Trends
- Fundraising
- Networking
- Corporate Social Responsibility
- Negotiation
- Communication
- Engineering
- Hospitality & Tourism
- Business Strategy
- Change Management
- Organizational Culture
- Design
- Innovation
- Event Planning
- Training & Development
Amazing to see our partnership with Homa getting some love on Digiday! Developing and launching 'Clean It' has been an awesome ride, powered by our awesome teamwork and the super-engaged TikTok community. So proud to be a part of this adventure! 🚀