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pganveenb

@pganveenb

Hamster Kombat’s airdrop messed with its game ecosystem like a bad group project—lots of hype, little payoff. The impact on user activity: initial boom with 300M players, thanks to easy gameplay (click hamsters, earn coins) and social tasks (follow X/Telegram, invite friends). But post-airdrop, activity tanked. Why? Tiny payouts, robot accounts, and delayed token launch killed excitement. The ecosystem’s “play-to-earn” vibe turned to “play-to-get-scammed,” and users quit. Retention was 5-20%, way below traditional games. But the project made millions in ads, and TON chain’s activity spiked—so the ecosystem helped the chain, even if it failed users. It’s a win for crypto, not for click-happy students.
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