The Story of a Casual Game Failure

Hello. I'm TakeKApp, who recently became a freelancer and is working hard on personal development.

I decided to quit my job to seriously pursue personal development. However, my first game app I recently created completely failed (hardly used and not selling), so I want to reflect on it myself.

In this article, I want to organize important points in app development through my failure experience and share lessons to avoid similar failures.

App Overview

I created and released a game app called "AwaAwaPon" in June, which is like a memory game where you can laugh while testing your memory, similar to Nanja Monja.

App Features

URL: https://takekapp.com/AwaAwaPon/en/landing_page_en.html

Development Motivation

The Failure Situation

I quit my job thinking this app would sell, but the results were devastating.

I want to reflect and analyze why this happened. I think there are four main reasons:

  1. Insufficient concept consideration
  2. Failure in advertising and promotion strategy
  3. Lack of motivation for continued use
  4. Poor monetization funnel

❌ Failure Factor ①: Insufficient Concept Consideration

Concept Confusion

Originally, I had a strong image of high school students playing during break time and laughing. That's why I added communication features.

However, when I released it, most people played solo, so the communication features weren't very meaningful.

So now I'm positioning it as "a memory game where you can do brain training while laughing."

Because I didn't have a strong concept, I struggled with how to sell and promote it.

The Core Problem: Lack of Concept from the Start

The concept has become quite blurred after releasing the app.

When creating an app, the concept is most important, and from there, the catchphrase, user acquisition, app content, UI, design, etc. should be determined.

More importantly, everything should be tied to this concept, including technical decisions like whether it should be a smartphone app and what technology to use. Competitors also change based on the concept, so the concept is the foundation of everything in the app.

For example, even if I were to pivot this app now, I think the strategy would change depending on these four directions:

I'll consider what I'll do specifically going forward.

Reflection Points & Lessons

❌ Failure Factor ②: Failure in Advertising and Promotion Strategy

User Acquisition Strategy Challenges

Since I gave it an original game name, I can't expect much organic search, so I'm relying on ads or X (Twitter) for user acquisition.

I tried posting on TikTok but got little response and gave up.

Since it's a game app, I thought if I held a tournament with prize money, everyone would participate, but only 4-5 people participated.

Strategic Problems

Regarding the tournament, I forgot that the game being fun is a prerequisite.

I reflected that trying to lure customers with money from the start is ultimately suspicious and shows a lack of confidence in the game itself.

Also, I stopped posting on TikTok after just 3 posts, and I gave up too quickly without doing enough promotion on X. I'm starting to think that marketing needs to be done consistently regardless of results.

Direction for Improvement

I'm going to try thinking about my user acquisition methods from the perspective of "Would I click, install, or participate?".

If I don't genuinely want to "click," then others probably feel the same. I'll remember to keep this perspective.

On top of that, I'll steadily practice continuing consistently.

Reflection Points & Lessons

❌ Failure Factor ③: Motivation for Continued Use

Retention Rate Challenges

People who gave me feedback said "it was fun," but users who installed it don't continue using it at all.

The Lightness of Casual Games for Users

This might be the fate of casual games, but they tend to end with "oh, that was fun." They don't make you want to "play again tomorrow," and you might even forget they exist. This app especially has this tendency since the score resets every time.

However, I think this is a risk that any app could face.

Countermeasures

As a countermeasure, I think I need to better design how to provide incentives to encourage continued use of the game.

Right now, it's just rankings and score display, but for example:

It might also be good to add notification features to remind users.

Reflection Points & Lessons

❌ Failure Factor ④: Monetization Funnel

Zero Conversion Rate Situation

The monetization items are ad removal and character purchases, but conversions are zero. Users aren't even seeing the paywall screen.

Funnel Problems

First, if monetization is the goal, I need to create a clear funnel within the user's normal usage flow. Right now, there's just a link to the monetization page in the menu, but no one clicks that.

Most first-time users play with default settings, so they end up not even noticing the monetization items.

I've reflected that monetization items need to be placed in a clearly visible location within the user's usage flow.

Monetization Item Value Design

Also, I easily made "ad removal" a monetization target, but if the game isn't attractive enough for people to want to remove ads, it won't sell. Rather than the naive thinking of "maybe it will sell if I just put it on the shelf," it's better to design monetization after thinking about "what can I deliver to users?".

Reflection Points & Lessons

Reflection Summary

Below is a summary of the reflection points I've raised so far.

Future App Improvement Direction

Going forward, I'll use these reflections to start by reviewing the concept and target users.

From there, I plan to consider pivoting or rebuilding the app.

Conclusion

I hope this serves as a reference for everyone who wants more people to use their apps. Let's work hard on personal development.