I wonder if you have found the trick to earn money by playing blockchain games on Telegram? I roughly summarized the income I got from Catizen/EggDrop and others, and would like to discuss with you:
1. Player activity is very important. Check in every day when you have nothing to do. This means that your TG UID is an active player account and you can get more airdrops.
2. You need to spend money and recharge. The income from free games will be relatively small. The income from recharging to buy airdrops for staking in-game assets is not low. Because the TG project is good at preventing robots, a TG account clicked on those tasks with incentives 480 times, and this Telegram UID was automatically identified as a robot account, but as long as krypton gold, these robot accounts will also be considered as real accounts (studios need to maintain high-quality accounts!)
3. The games on TG are more casual. It seems that the income of staking game financial assets by big krypton gold players is relatively average, far less than the airdrop income of Layer2 and AI projects before, so continuous small krypton gold, krypton gold from a few to dozens of u per day, is the best strategy for playing Catizen and Eggdrop.
4. Need to grind games: In the play to airdrop of several Ton games, the proportion of players using the pledge of in-game character assets to exchange tokens is not low. The higher the level of these in-game character assets (non-chain), the greater the pledge income: in other words, the game project hopes that you really spend time on the game.
5. The gameplay of TG game Play to Airdrop will soon be popular, don't expect the routine of play to earn on Catizen to reappear in subsequent TG games. Catizen is working on a mini-steam for TG games, and Egg Drop developer Gomble Games is promoting their Space Kids NFT, both of which are worth paying attention to.
6. Project owners should see the volume value of the Telegram ecosystem before designing their own economic system. In the past, medium and heavy chain games on various chains were positioned to attract new users through community operations, so KOL/game guilds were their key areas of operation; TG chain games are aimed at a user pool of 950 million monthly active users, and relying on KOL and community operations will definitely help, but these alone may not work: the volume-buying logic of Web2 games must begin to play a role.
@CatizenAI @Gomble Games