Here is why you need to offer player support directly within your game! ❎ Expecting players to remain invested and engaged in your game months or even years after its release is unrealistic if you require them to leave the game for email-based support. ✅ On the other hand, providing solutions directly within the game helps retain your players and maximise their engagement. ✅ In-app support preserves account information and device/version metadata—details that are often lost through traditional support channels. ✅ You’ll speed up resolution times, as issues can either be fully resolved through automation or much of the work, like account validation, can be frontloaded before reaching a support agent. ✅ Your product team will appreciate the richer feedback and bug reporting opportunities that in-game support provides. And the list goes on... Read our latest blog post to find out more: https://loom.ly/KhUeGaQ #PlayerExperience
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Over the past year, our customers have provided a consistent piece of feedback - that our pricing model is too complex, and our Hourly Active User (HAU) pricing is hard to understand, making it difficult to forecast costs. Based on these learnings, we are excited to announce starting today we are launching simplified and predictable pricing model across all AccelByte products helping customers to save on average 30% Customers can now choose between shared or private cloud environments, as well as selecting a support plan that fits your business needs and will grow with you. Lastly, and most exciting, we are also transitioning from an HAU to a Peak Concurrent Users (PCCU) usage model for live games. We hope that game developers will appreciate this update and will help to make costs more predictable! Not yet a customer? You can get started for free! Try our premium services with no upfront costs, including AccelByte Gaming Services, AccelByte Multiplayer Servers, AccelByte Extend, and AccelByte Development Toolkit.
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MiClub’s Pace of Play module pulls player location information directly from the MiScore App, providing real-time information on players' location and pace. A target time can be set for each hole/course to identify if players are within or outside the required pace. Through a complex process of mapping boundaries, checkpoints are set within the system to ensure accurate location information. MiClub’s Pace of Play module becomes your virtual course marshal by: 👉Locating players on the course 👉Identifying slow play issues as they arise 👉Replaying player and group tracking 👉Calculating expected finish times 👉Using historical data to provide in-depth player reports 👉Sending notifications during play Through the Management Console, you can track group & individual positions on the course and their time rating status. Key Features: 👉Overview course map to view group and individual locations 👉Visual indication of group pace via colour indicator 👉Group Selection for further details 👉System is configured for tracking exclusion zones 👉Specific entry/exit zones set for optimisation 👉Advanced analytics to identify individual and group performance Analytics & Reporting: 👉Average Round times over any date range 👉Round times by day 👉Cart tracking 👉Average Round times by Tee Block, Competition Type, Group Size and Gender 👉Individual hole analysis Contact us for more information or to organise a demo. https://lnkd.in/g8d95YV2
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MiClub’s Pace of Play module pulls player location information directly from the MiScore App, providing real-time information on players' location and pace. A target time can be set for each hole/course to identify if players are within or outside the required pace. Through a complex process of mapping boundaries and parameters, checkpoints are set within the system to ensure accurate location information. MiClub’s Pace of Play module becomes the virtual course marshal by: 👉Locating players on the course 👉Identifying slow play issues as they arise 👉Replaying player and group tracking 👉Calculating expected finish times 👉Using historical data to provide in-depth player reports 👉Sending notifications during play Through the Management Console, you can track group & individual positions on the course and their time rating status Key Features: 👉Overview course map to view group and individual locations 👉Visual indication of group pace via colour indicator 👉Group Selection for further details 👉The system is configured for tracking exclusion zones 👉Specific entry/exit zones set for optimisation 👉Advanced analytics to identify individual and group performance Analytics & Reporting: 👉Average Round times over the date range 👉Round times by day 👉Cart tracking 👉Average Round times by Tee Block, Competition Type, Group Size and Gender 👉👉Individual hole analysis Contact us for more information or a demo. https://lnkd.in/g8d95YV2
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MiClub’s Pace of Play module pulls player location information directly from the MiScore App, providing real-time information on players' location and pace. A target time can be set for each hole/course to identify if players are within or outside the required pace. Through a complex process of mapping boundaries, checkpoints are set within the system to ensure accurate location information. MiClub’s Pace of Play module becomes your virtual course marshal by: 👉Locating players on the course 👉Identifying slow play issues as they arise 👉Replaying player and group tracking 👉Calculating expected finish times 👉Using historical data to provide in-depth player reports 👉Sending notifications during play Through the Management Console, you can track group & individual positions on the course and their time rating status. Key Features: 👉Overview course map to view group and individual locations 👉Visual indication of group pace via colour indicator 👉Group Selection for further details 👉The system is configured for tracking exclusion zones 👉Specific entry/exit zones set for optimisation 👉Advanced analytics to identify individual and group performance 👉Analytics & Reporting 👉Cart tracking 👉Average Round times over date range 👉Round times by day 👉Average Round times by Tee Block, Competition Type, Group Size and Gender 👉Individual hole analysis Contact us for more information or to organise a demo. https://lnkd.in/g8d95YV2
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https://lnkd.in/gtnxh2W7 ### Welcome to GameAnnie Live Support! *Purpose*: Report bugs, share screenshots, suggest new features. *How to Use*: 1. *Report Bugs*: - Describe the issue, steps to reproduce, attach screenshots, and videos. 2. *Suggest Features*: - Explain your idea and its benefits. 3. *General Feedback*: - Ask questions or provide feedback. *Rules*: 1. Be respectful. 2. Stay on topic. 3. No spam. #WhatsappGroup #JoinOurTeam #LiveSupport
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So my first tip on a simple but awesome software that has saved me much time, is one that makes sounds, instead of trying to find the right sample on some site. I realized when I watched one of David Staat's devlog videos (you should watch them they are great) that this could help others. Chiptone by SFBGames (on sfbgames.itch.io/chiptone) generates sounds like a synthesizer but has buttons to directly create a sound within a category, that you can tweak a lot if you want. Game jam, app, your game project, or I could even see this work for a presentation. It creates unique sounds and runs directly in the browser. It is however easiest to produce "retro" type sounds. Have you heard about it or what do you think about it? #indiedev #gamedev #gamedevelopment #audiotools
ChipTone
sfbgames.itch.io
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Exciting News! 🎉🕹️ After more than a year of concepting, development, countless balancing attempts (and plenty of “back to the drawing board” moments), Ramses and I are thrilled to announce the MVP build of 𝗦𝘄𝗲𝗲𝘁 𝗕𝗮𝗸𝗲𝗿𝘆! 🍰 This is our first Mobile Game, and we’re looking for participants for our closed testing on Android to get that all-important first feedback. If you’d like to be part of this early phase, I’d love to hear from you! Just drop me a DM with your email, and I’ll send you an invite link. 🙌 #GameDevelopment #OpenBuild #MVP
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Assistant Tourism Director( Railway/Air Ticket booking + Itinerary Designing + Rent a cab + Hotel Booking + Resort Booking + cruise Booking + Domestic/International Tour Package + Customized/Fixed Tour Package)
DREAM 11 This is an excerpt from the description as described on playstore on mobile. Let us make an analysis of the probabilities involved in this experiment : 1) The game expects us to choose the dream 11 and make our choices based on our knowledge and experience. 2) The 11 players which you are choosing are from a group of 24 players(11 from team A+11 from team B + Impact Substitute of Team A + Impact Substitute of Team B). 3) The probability of you being correct is 11/24(45-50%), and this is just the maximum probability. It is not like what players which you are going to choose are going to be the performing ones. So, the average probability is only (20-25%); which is not something which you will go for.
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For mobile game developers today, finding product-market fit is the primary challenge when starting a new game project 🎯 But in focusing only achieving this goal, an arguably more important question is often left neglected: What next? What comes after global launch? 🌎 In this special 'Building for Scale' Metaplay Miniseries, we tackle this topic over a series of in-depth articles. Check out Part One by following the link in the comments 💬 #gamedevelopment #liveops #backend
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🎮i made a game in 48 hours! i recently entered my first 🕹️gamejam (#KenneyJam 2024 "Connection") and made a webgame/HTML5 game in #GodotEngine called FlingSort! here's the itch link, please play it and comment feedback! https://lnkd.in/eXmAruPm i've put about 20 hours of development into the game, so please enjoy, it runs in browser and works on some mobile platforms (not iOS or macOS!) the code is also all ✨open-source✨ on my github, which you can find on my profile ;) #godot #indiedev #gamedevelopment #gamedev
FlingSort!
jakeoreilly.itch.io
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