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levalfasheh630

@levalfasheh630

Hamster Kombat’s airdrop is a lesson in “how not to retain users” for game ecosystems. The impact on user activity: initial boom with 300M players, thanks to easy gameplay, social tasks, and referral rewards. Everyone was hooked—clicking hamsters between classes, upgrading cards, and inviting friends. But post-airdrop, it’s dead. The airdrop paid $3 on average, robots got more tokens, and 230k witch addresses were banned. The ecosystem’s “play-to-earn” trust was shattered, and retention was 5-20%. The project made millions in ads, and TON chain thrived, but users left with sore wrists and disappointment. It’s a crypto win, but a game ecosystem fail—maybe next time, they’ll respect the grind!
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