![]() ![]() The right one is constantly failing and that's not encouraging.”Ī post shared by Supersonic Studios it’s precisely the fact that the right-hand creative shows a fail scenario that it’s the better-performing of the two. Responses were split 50/50, with one person saying “I think the left one has a lower CPI. On the right-hand side, the creative ends with the character running out of yarn and therefore losing the level. ![]() The creative ends in the middle of the action. The image on the left showed the character running, jumping, and gliding through the course. Rope Man Run - the fail scenarioĬomparing creatives from Rope Man Run, our Instagram followers picked which had a lower CPI. Starting with a simple A/B test like this one for your creatives can help you confirm the game can scale affordably - and it may reveal that a feature performs so well, it’s worth integrating into your build. This test only changed the character design in the creative, but it proves that even one element can affect your game’s success. You only have about 3 seconds to grab the attention of users with your creatives, so using bold colors and high contrast is key to hooking them. Our followers were right to identify that the creative on the left used brighter, more visible characters. Their reasoning included “Because the characters are more visible and understandable at first glance” and “It just got my attention right away”. ![]() Many guessed correctly, saying it was the left-hand creative. Cheerleaders - comparing creative CPIįor the game Cheerleaders, we tested multiple versions of the creative - so in this challenge, we asked followers on LinkedIn which creative had the lowest CPI. The perspective is a frontal view that takes up more space and makes the icon more visible and clearĪs you run an A/B test on your game icon, consider trying a simpler version with brighter colors, clear contrast, and a cartoonish look.The colors in the winning version are lighter and more cartoonish, which are features that generally perform better for hyper-casual games.This creates stronger contrast to stand out in the store and on phone screens It uses a white background instead of the blue and white of the left icon.So let’s dive into why the right-hand icon was better: The 3D design feels like an in-game - it’s appealing people want to try it.” As someone put it, “I would agree that the left one. The correct answer was the one on the right, but many people thought the left-hand one was better because it was 3D and resembled gameplay more accurately. We showed our followers two icons that we A/B tested for the game Sort It 3D and asked them to select which performed better. With these examples, you can confirm that you’re running the right A/B tests in your own game so you can optimize performance at every step of publishing. Below, we run through each of these tests, explore users’ choices, and discuss why there’s one right answer. creatives) of one of our hyper-casual games and asked them to guess which was more successful. We showed users side by side versions of an element (e.g. Well that’s what we set out to do when we posted a series of A/B tests on our LinkedIn and Instagram. Could you tell which version is best just by looking at them side by side? But are the winners of an A/B test so clear to the naked eye? What that means is, let’s say you don’t have access to the KPIs that tell you the results of your A/B test - no retention rate, no APPU, no CPI. It’s no secret that A/B testing is the key to optimizing everything in your hyper-casual game, from level design to ASO to monetization. ![]()
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