Anton Slashcev’s Post

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Executive Producer | ex-Playrix | ex-Belka Games | ex-Founder at Unlock Games

What to do if your game has low retention? I teamed up with Mykola Veremiev to make a decision tree for your game. If your game is struggling, ask these questions:  1. Is the FTUE completion rate high?   2. Are players engaged with the core loop?   3. Are paywalls causing drop-offs?   4. Are there difficulty spikes?   5. Is the player funnel strong?   6. Is the game technically stable?   7. Do players have clear long-term goals?   8. Are players pursuing those goals?   9. Is feedback on gameplay positive?   10. Does your team still believe in the vision?  Depending on the answers, you have 3 paths:  • 🔁 Iterate: Minor fixes can boost retention.   • ↩ Pivot: Core gameplay has potential but lacks depth.   • ☠ Kill: Systemic issues with no clear solution.  Use data to guide your decisions. Iterate, pivot, or cut your losses. And if your studio needs help testing or scaling the next game idea, feel free to DM Mykola!

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Alexander Shtachenko

Product management, LiveOps, Mobile game development. Let’s start talk right now.

4w

Kill — it’s always hard to decide in the moment without a transparent methodology. You offer a clear and logical approach that not only helps navigate systemic decisions but also ensures a solid understanding of the underlying data. Making critical product decisions with this kind of strategic insight is key. For example, a well-executed soft launch strategy can provide early feedback loops and outline different outcomes, allowing for risk mitigation. Similarly, MVPs (Minimum Viable Products) are designed to give you market responses before exhausting your budget, making sure you’re not overinvesting in unvalidated concepts. When layered with proper KPI management, you gain a framework that extends beyond product management and into structured business operation. These tools provide a pathway for teams to iterate, pivot, or exit efficiently, with confidence grounded in performance metrics. By employing these methods, teams can avoid emotional or hasty decisions, instead using data to guide the process. This system ensures that even if the outcome is to kill a project, it’s done with rationale and clarity, maximizing the learnings and setting a strong foundation for future endeavors. Thx for it both

Andrew W.

COO / Co-Founder at Scrypted Inc.

4w

Very good, though there are other considerations to keep in mind along the way to consider that may throw off the metrics and provide misleading results, such as bugs, technical issues / optimization problems, target audience issues, etc.

Mykola Veremiev

CEO & Founder @ UGI Studio | Boutique Game Co-Development, Art, Animation, VFX Outsourcing | 10+ Years Studio Experience

4w

Thanks, Anton Slashcev; teaming up to create this decision tree for game development was a pleasure!

Anton Slashcev, sounds like you've got a solid plan. Keeping an eye on those questions is key.

Shorter version can be: Something wrong with the game - iterate Team still belives in the game - pivot But Players don't like the game - kill it 😎

Great tree. One question, What the "team strongly believe" mean? I never encountered the situation where everyone's believes in the game or where everyone's doesn't.

Dominic Plamondon

Business Director at Teebik Inc.

3w

Linkedin should create a donate button for people like you🙏 im sure this tree will help some developers.

This is one of the best explanations of a complex topic, making it easy to understand.

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Noah Rosenberg

Co-Founder, CTO of Wolf Games. Building the next generation of crime solving entertainment.

4w

Great tips- all make first principles sense but might not occur to everyone

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Great resource and questions! Prompting people's thinking with questions is more effective than any answer served on a platter.

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