7. Acquisition Test
Why this test?
For most of our experiments, I gathered testers through word of mouth, friends, and friends of friends that were likely to play a game like this.
Next, I needed to determine how to convey the value of this game to a mass of strangers to see if we could have them discover, onboard, and then engage in the core activity of training and the main event. Also, we can start a cycle of testing for engagement in training and main event, to determine who stays, quits, and why.
We used Facebook, Twitter, and TikTok to run campaign ads for a 3 days to test different messaging and to find out the type of engagement we would garner.
Learnings
Facebook has very little engagement with web3 and games.
Tik Tok was 2nd in clicks
Twitter generated the most click throughs.
It cost approximately $5 to acquire a new user to download the app, and then train once or twice.
Conveying the value of a game vs a product (solves a utility problem) are two very different challenges when conveying the value to acquire users.
Training mode in its current form is not enough to engage players to play everyday. More game concepts need to be applied to make training a fun game.
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