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Adapting Event Design for Casual F2P Titles
Limited time game events are a well known monetisation and engagement tool for mid-core games, particularly in the Asian market. Successful execution of an event system can double your game's revenue, yet many games are missing these systems or treat them as an afterthought. This talk shows a practical example of how established event mechanics were adapted for the casual audience of Flutter and Splash, making both products profitable hits with their small but dedicated fanbase.
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