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** 7:00 pm call iLogos WildCard Games - Cribbage **

What are they doing now? Live Ops New Modes: Muggins, ShotGun? Better metrics?
What are the main problem metrics that need to be worked on now? Holding R7 R30? ARPU? Number of CLUB subscriptions?
What are the immediate goals? Improving project metrics? CPI LTV ARPU R7 R30?

What are the long term goals? Scale this project, new projects based on this, in order to overflow the audience?

** CPI **
** Player's First Session and Difficulty: **
I lost in the first match - it shouldn't be like that. I saw the comments about the difficulty, with this there is a problem in the game, it really feels like at first the computer is clearly stronger than you. (You can do focus group tests)

** Non-obvious UX **:
There is no single style of YX and YA: the button to close or return to the past window should be the same everywhere (somewhere to go out with an arrow, somewhere just to click on the screen), there is no main menu, everything is in additional buttons and drop-down menus.
You need a common UX logic and a common UI style.
Vin and Luz screens need to be made much juicier so that it would be clear that you won, and not just experience and one inscription.
It is not immediately clear where the player's pieces are, and where are the enemy's, you need to show this additionally.
Personalization of the player or his rivals. Show in view of the leaderboard in real time.
Maybe this can be monetized into chips controlled by a player or a field? In MTG game you come with your cards and covers on cards + mat.

** R1 R7 R30 **
What is PT and retention?

There are only a couple of more challenges and you need a lot of simple ones, so that after the first couple of games the player would immediately open a pair and want more, and only then monetize it.

What are the medium term goals? advance in leagues, and long-term is to go through the whole league?

There is not enough atmosphere of playing with real people - minimal personalization of the name, country. Like in your Blackjack game

Do you plan to have 3-4 players multiplayer?

** Seasonal or thematic events **: tournament with a time limit, the more you play and win the more rewards and a minimum fake leaderboard with a reward table for the first top 100.

** Monetization **

How many dumps are there during the actual game of cribage?

Why is experience needed? ** It can be obtained by constantly surrendering and starting a new game quickly ** (You need to discover something with experience so that the player would like to get a higher lvl, maybe one of the modes?)

Feeling that the party is sooo long and also with advertising.

It is then necessary to sell the VIP subscription more often, because many players will leave after scoring the game and not knowing about the VIP)

And you need an ad counter, for example 5-8, where you give the player a short pause so that he can enter the game rhythm again, and then show the ad again.

Small timer in the bonus with the first INAP

** Subscription good solution Economy **

Open it when you first open the application: to remind the player more often about it, but now it almost opens later. (Because of this, there will be players who left the game due to ads without seeing this subscription?)

Call it VIP or Premium it is probably better selling than Club

It is worth making the subscription screen better: selling one cool item + a couple of cool bonuses, and not all equal bonuses) You definitely need a cool art, this is a screen for sale, it can keep it next to the currency.

But currency is a separate issue, there is no strong economy with it now.

What is the player's deficit? Now in advertising and we are checking the player's resilience not to quit the game in order to play further. And so we are trying to sell VIP without advertising.

But how do we monetize those who have not bought a subscription with advertising?

It is necessary to add a deficit of the second currency and what to spend it on. Only to discover a new difficulty?
     
 
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