Three cents an install for our own game, and knowing which installs stayed

Ludo Arena is a multiplayer game we built. We advertise it on Facebook and Instagram, but we judge the ads on what players do after they install, not on the install itself.

Product
Ludo Arena
Sector
Our own app
Where
Worldwide
cost per install
$0.03
events recorded a day
1.2M
players each day
30,000

The trouble with counting installs

Ludo Arena has around 30,000 players a day, and we bring in new ones with Meta ads on Facebook and Instagram. Installs are the easiest thing to buy on those platforms, and also the least useful thing to count. Plenty of people install a game, open it once and never come back. If installs are all you measure, you end up paying for a lot of those people.

What we wanted to know

Which ads bring players who stick around, rather than players who just install? And what does someone who comes back tomorrow do on their first day that someone who leaves doesn't?

An install is only the start. The actions that predict a returning player are what the advertising aims for.

What the game records

The game records around 1.2 million events a day across those 30,000 players. An event is simply something a player does: claiming the daily reward, opening a private table with friends, joining a coin table, entering a tournament, finishing a match. Every install also carries the campaign and the ad that brought it in.

The pattern we found

Players who claim the daily reward and play at least one game with a friend in their first few days behave very differently from everyone else. They come back. So rather than judging a campaign by how many installs it gets, we can judge it by how many of those players it brings.

How we run the ads now

We tell Meta to look for people likely to take the actions that predict a returning player, rather than people likely to install, and we test new ads against the same measure. An install currently costs us about three cents. On its own that number doesn't mean much. It's useful because we can also say which of those installs turned into real players.

A look at Ludo Arena

Ludo Arena promotional image: a four colour ludo board mid-game between aliyaa and no0bmaster, under the words All New, Enter the ArenaA tilted phone showing a ludo match, with two players' photo bubbles and a rolled dice beside it, under the words Play with FriendsA match with a Well Played speech bubble from one player and a voice note playing from the other, under the words Chat and Send EmojisA sweet shop themed ludo board surrounded by unlockable dice (a dragon, a robot, a chef, a rocket) under the words Customize Dice and BoardsA tournament bracket of eight players with the winner crowned First above a pile of coins and gems, under the words Events and TournamentsA versus screen pairing Andrew from the United States against Fatima from the United Arab Emirates, under the words Battle Players WorldwideA hundred square snakes and ladders board mid-game between Hammad and Urwa, each with their own dice below the boardThe leaderboard, with Ludo_Legend at rank one on 12,500 trophies above Dice_Master_X and Queen_Of_Ludo, under the words Become Ludo Champion

If you’re in the same spot

An install is where the question starts. Three cents an install is only good news if you know how many of those people claimed a reward, played with a friend and came back. Once you can measure that, you can put your budget behind the people who stay.

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