Features Garbage Catcher
Its a game about a serious issue.
The environment?
No.
Marketing.Did you know that in hyper casual games, the amount spent to develop a game is hundreds of times less than the fee to get you to see that game at the top of the list?
I.e.
youre spending hundreds of times more than its worth?Dont spare your time, and read the text below.
If you dont have time, scroll down to the word CONCLUSION.In the happy times before free2play, the try and buy model was practiced.
A player could get a demo version of a game for free and, if he liked it, buy the full version.
All the functionality was available, the game balance was adjusted as much as possible, difficulty adjustment was offered for players with different skill levels.Then came free2play.
The balance was broken in such a way that passing the game at a certain point became impossible without purchasing premium items.
Gradually it got to the point of madness - shoot down four ships with three bombs.
Thats how games became donated.But a free2play game needs good retention.
I.e.
the game must be very high quality, offer the player something that he will be willing to pay for.
Otherwise, as soon as the game becomes too difficult, it is simply removed.And thats how ad monetization came about.
At first game sessions were quite long, advertising did not appear often or was voluntary.
The cost of attracting players to such games was extremely low.
But gradually the cost of attraction grew, and retention did not.
To recoup the cost of attracting players, more advertising was needed.
So the duration of ad viewing became longer than the duration of a game session.
If thats not the problem, then what is the problem?
The game became a wrapper for the ads.
A rather thin wrapper for thick ads.Advertising should be relevant.
Its irrational to advertise a local premium car showroom in a 3+ game.
The most relevant advertising in games is in games.
This is how hyper casual (advertising) games turned into advertising for hyper casual games.
On average, the cost of creating such a game did not exceed 10k dollars at first, then 5, then 3...
At the same time, the marketing budget is not limited.
As long as the income from the game (advertising) is greater than the cost (for advertising) - advertising is bought.
In order for the advertising budget to be lower, the game must offer something special.
Without investing money in development, this is impossible.
Accordingly, the basis of the game becomes a meme.
For example, a woman who was slapped in the face so hard that she wet herself.
In the game it may not be shown, but in the video - yes.
And as long as the player expects to see this scene (or it will not bore him), he will play the most miserably molded for a week runner.
And watch commercials.A separate phenomenon is the inflating of the bubble.
Have you seen games in the top, which would not play even a minute?
Everything about them is disgusting, they offer nothing to the player.
You think theres something wrong with you?
No.
Theres nothing wrong.
These games are really worthless.
They cant pay for themselves.
But despite their unprofitability, advertising is invested in them just enough to bring the game to the top.
This is how studios with "top projects" appear.
The way to make money from them is to sell the studio.CONCLUSION:- If you treat your head well enough that you dont flush it down the toilet.- If you respect yourself so much that you dont eat what others put in the toilet bowlRemember - what is free is what costs nothing.You can find good games and not get content you didnt request.
Look for non-top games, look at premium games, look at PC games.
The world is a beautiful place.
It was like this before marketers, exists now alongside them, and will be after them.
Love yourself, value your time and your health.
Peace friends ).
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