Hit & Run: Solo Leveling — Global Top Game of 2022 by GameAnalytics

Revealing Supercent’s Exclusive Know-how for Efficient Sprint Operation

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Hit & Run: Solo Leveling, one of Supercent’s flagship games, has achieved the remarkable milestone of over 23 million downloads till the date.

It has not only secured the 2nd position in the 2022 US store rankings but also garnered global attention. This exceptional game has earned its place as one of the Top Global Mobile Games of 2022, a recognition bestowed by the esteemed game analytics platform, GameAnalytics

one of the Global Top Games of 2022 by GameAnalytics / original page : https://gameanalytics.com/blog/top-22-mobile-games-2022/

Prototype Development

Hit & Run: Solo Leveling is a mashup of the RPG genre and the Hyper casual genre. From the early prototyping stages, our focus was on crafting a game that combined the thrilling action and satisfying combat/hitting of RPGs with the simple, straightforward gameplay of Hypercasual games. The result is a game that has been widely appreciated by users for its rapid fast leveling and satisfying combat mechanics.

The first CPI Test

After prototyping, in our first CPI test and we got the following results:

  • CPI: $0.38
  • D1 Retention: 42%
  • D0 Playtime: 680s

The initial testing of “Hit & Run: Solo Leveling” showed promising CPI and D1 Retention metrics, indicating high potential for success. However, D0 Playtime and Imps/DAU were lower than desired and needed to be improved. So we went through 11 sprints to further grow our in-game metrics and improve our low LTV.

Supercent’s Special Knowhow for Running Sprints Effectively

A sprint is a set amount of time during which the development team has to complete a specific amount of work. Typically, Sprints are planned to last for about two weeks, but they can be as short as one week or as long as a month. As the name suggests, sprints involve executing ideas within a set deadline, just like a sprint in its literal sense. This methodology can be physically demanding due to the need for swift idea execution. That’s why focusing on efficiency is crucial when operating sprints.

Hit & Run: Solo Leveling went through 11 sprints throughout the entire development phase. Despite the intensive pace, we succeeded rapidly thanks to our efficient sprint operation. With each sprint, we meticulously analyzed the metrics through CPI Iteration. Based on the analysis, we precisely set goals for each sprint and wholeheartedly dedicated ourselves to achieving them. This approach has become our secret to operating sprints efficiently and quickly.

  • Early Stage of Sprint
    In the early stage of the sprint, our focus was on reducing CPI while improving in-game metrics. We added stages and gimmicks to lower CPI, and as the game scaled up, we worked on adding meta-systems to improve in-game metrics. As a result, we achieved a remarkable 14% increase in D1 retention and a significant 56% increase in playtime.
  • Mid-Stage of Sprint
    During the mid-stage of the sprint, we introduced rewarded video ads to address low profitability. We also developed additional meta systems to achieve higher in-game metrics. And to prepare for the global market, we added language localization and options for low-end devices.
  • Late Stage of Sprint
    In the final stage of the sprint, our goal was to increase profitability while maintaining improved metrics. So we enhanced the level design and introduced terrain and gimmicks to provide users with a fresh experience. Furthermore, in the last sprint stage, we conducted A/B tests for balancing and difficulty to minimize the bounce rate. We also improved the user experience by adding an Arcade Idle End level feature.

Reduced CPI by 35% and ranked #2 US store

We conducted numerous A/B tests to enhance in-game metrics and boost profitability.

  • CPI: $0.25
  • D1 Retention: 50%
  • D0 Playtime: 1,060s

As a result, we achieved a remarkable 34% decrease in CPI and raised D1 Retention by over 15%, reaching a 50% retention rate. Furthermore, It’s even more surprising that D0 Playtime increased by a substantial 54%.

Just like this case, Supercent has the capability to transform promising games into Global Mega Hits. For instance, we’ve turned our partner studio Molip’s Burger Please! into a global hit by leveraging our expertise gained from developing numerous games, including Hit&Run: Solo Leveling.

Supercent is partnering with game studios across the globe to entertain the world.
Dreaming of Developing Games Played by the World? Become a Supercent Partner Today!

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- Homepage:
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