@labountarheba
Hamster Kombat’s airdrop is proof that “more users don’t equal better ecosystem.” The impact on user activity: 1.31B eligible users, 69M Telegram subs, and a campus craze for clicking hamsters. But post-airdrop, activity tanked. The airdrop’s problem? $3 average payout, robot accounts, and delayed launch. The ecosystem’s “play-to-earn” model got a bad name, and retention was 5-20%. Players didn’t stick around because the reward wasn’t worth the effort—clicking for months to get less than a meal is a no-brainer. But the project made millions in ads, and TON chain thrived. It’s a classic case of “users lose, crypto wins.”