[Archero]Game analysis and monetization

App basic information

[appinfo id=1453651052 lang=US]

Monetization

Schematic diagram

Monetization

Monetization structure analysis

Non-charged and micro-biller areas

Archero is made easy to play with non-billers.For better or worse, the action part is important for the player's skill, so to some extent, it is possible to proceed with skill.
No chargers have no way of getting a billing character.However, even if it is not a billing character, there are a lot of playable characters.
Players in this area will be mainly profitable in the game and in the shop.

Billing element, main is growth promotion type

The main billing factor is character billing.
Characters that can only be obtained by billing, slightly better performance than the non-charged character, it will help the main content capture, such as story capture.
Since the character is not in the root box (Gacha) format, there is no need to pay for waste.
You can get equipment from the treasure chest of the root box-like shop.
The main billing factor is "growth promotion", which makes it a gentle one that doesn't require much charge to enjoy playing.
However, I feel that the tempo of the game is a little bad for "video advertising (AD)" that exists even during play.

billing contents list

Summary of types of monetization in-game purchases

In-Game ads
Limited-time effect
Add season reward items
Lootbox
Character Free-to-Play
Reinforcement pack
In-Game money