MortalCoin: Trading Simulation Fighting Game – Outtrade Your Opponent to Win

I saw an interesting post Heads up HyperHack teams: your user acquisition budget is probably way too low - #4 by CrisMetis about user acquisition costs -for some reason, I can’t reply under it, so I’ll share our experience here. cc @daryl

That’s actually why we decided to move forward with Privy and their embedded wallets for our game.

This approach allows us to:

a) Let users register with email, X (Twitter), or another social network and automatically create a non-custodial wallet for them.

b) Eliminate signature requests and annoying pop-ups thanks to Privy settings, which hide these steps so users can focus entirely on the gameplay.

However, we realized that a bit of education is still needed regarding private keys since we’ll be distributing leaderboard prizes to wallet addresses.

The main benefit is that this approach lets us roll out on-chain products to the same user base we acquired for our Telegram game (which was completely off-chain). These users (T3) had a CPA of around $0.10–$0.20 for us, so by lowering the learning curve and entry barrier (through UX simplification), we can leverage that audience effectively.

In the future, we plan to implement a gas station (similar to Base’s paymaster), making it even easier and allowing us to attract regular mobile gamers (with relevant CPC) since there will be virtually no overhead for them.

That said, there might still be some overhead because Privy could become quite costly at scale with a large user base, as far as I know.

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