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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