Posted December 18, 2019 by Spiralburst Studio
#Design #Design Process #Shop
In building Hexicon, we’ve always wanted to avoid unpredictable full screen ads that completely interrupt the user experience. As a result, we’ve leaned heavily into the concept of rewarded ads, in-app purchases (IAPs), and a potential remove-ads-forever option.
Rewarded ads only work if there are valuable rewards that users want, so we created the Hexicoin system, which offers users double or triple their coin rewards for watching an ad. The last piece of this puzzle is making the Hexicoins valuable to the user so that they want to watch ads for rewards, which is where the shop comes in.
Currently, we have a variety of different cosmetic items available for Hexicoin purchase in the shop. We’ve integrated IAPs into this system by making bulk amounts of Hexicoins available for purchase with real money. For now, we only sell cosmetic items in the shop, but we’re considering ideas for items that affect solo gameplay. We created some fun cosmetics, threw them in a shop, and launched our Hexicoin system with some success and some room for improvement. Most importantly, we began getting data and are using that info to improve the Hexicoin experience.
Our most important finding so far is that, at this point, only 33.6% of all active users have entered the shop ever. In other words, 64% of our users have never even seen what’s in the shop, so why would they care about Hexicoins? We’ve tested (and are still testing) a few solutions to this issue:
These are all active tests, so we’ll continue to iterate as we gather more data points for each solution. Most importantly, we’re tracking user behavior and gathering feedback about Hexicoins, ads, IAPs, and our items. If you have any suggestions for cosmetics in Hexicon, let us know!