Despite a good start, the Miitomo application, which became the official debut of Nintendo on mobile platforms, was not able to hold the attention of users for a long time.

Первое мобильное приложение Nintendo не прошло испытание временем

The launch of the application in terms of the number of downloads in the first days was not inferior to projects such as Candy Crush Jelly Saga and Clash Royale. However, it was not so long. The latter is most likely due to less spending on buying traffic,” SurveyMonkey notes in its latest study.

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Analysts attribute the key problem of the application to the fact that the developers of Miitomo could not keep the player in their project for a long time (compared to Crush Jelly Saga and Clash Royale). The average number of days per week in which users logged into the game, Miitomo turned out to be two times less than Clash Royale.

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In fact, this does not seem to be the most correct comparison.

Be that as it may, less involvement compared to other titles was converted into a high level of outflow. According to SurveyMonkey, it was 50% per week.

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A natural drop in downloads, low engagement, as well as a high level of churn led to a drop in the number of active users of the game. If the WOW of Crush Jelly Saga and Clash Royale after the release peak of downloads fell very gradually and not very significantly, then the situation with Miitomo is the opposite. The decline of the WOW game turned out to be relatively rapid and significant. The peak difference in WAU between the maximum and minimum values in Crush Jelly Saga is 32%, in Clash Royale – 22%, in Miitomo – 74%.

It is possible that SurveyMonkey is exaggerating. But just below you can see the dynamics of the game’s box office figures in the American App Store and Google Play.

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App StoreGoogle Play

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Earlier, the same SurveyMonkey reported that in the first weeks of launch, the application earned $ 40 thousand a day.

Sources: SurveyMonkey, Pocket Gamer, App Annie

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