GTM Sauce

Harpagia · B2C · idle RPG game

Focus on keeping players coming back before worrying about making money

Founder credits it; no separate numbers

Unknownretentionfeature-development

What they did

In the early stage, didn't worry much about monetization; prioritized retention and building a game people wanted to keep playing.
Stage
Early

In their words

This app replaced my 9-5 ($155K/year)

Play from 12:37
12:26

GusAll right, let's wrap up here, and just talk about a question we always ask to everyone that comes on the channel. If you were standing on your shoulder 2 years ago, 5 years ago, what advice would you give to yourself?

12:37

KenBuild something that you understand well and get real feedback as early as possible. Not from friends and family, but from your potential customers. One of the best decisions I made was forcing myself to launch the game after 6 months, no matter what. At the time, I had a much bigger vision for the game. But looking back, there's no way the game would have improved the way it did without getting it into the hands of real players. If you're not embarrassed by your V1, V2, or maybe even your V5, you're probably not shipping early enough. Your early users or play testers will give you incredible feedback and help shape your game. I also didn't worry much about monetization in the beginning. My focus was retention first and building a game that people wanted to keep playing.

13:14

GusAwesome. That's great advice, Ken. Thank you for coming on to the channel. Excited to see where this game goes, and maybe we'll have you back on when you're making 50k a month or 100k a month.

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Tags: retention-first, delay-monetization