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tahircullip649

@tahircullip649

Hamster Kombat’s airdrop is a wild case study in game ecosystem highs and lows. The impact on user activity: initial boom with 300M players, thanks to multi-level invites, daily tasks, and the promise of big airdrops. Campus friends were competing to earn the most points, and social media was flooded with tips. But post-airdrop, it’s a ghost town. The airdrop paid $3 on average, and robots got more tokens than humans. The ecosystem’s “fun + profitable” vibe died, and retention dropped to 5-20%. The project made millions in ads, but users left with sore wrists and disappointment. It’s a win for the project, a loss for click-happy students.
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