AI Insights · Timothy · October 2021
Top 5 Ultracasual Games on Android in Kuwait Q3 2021
Discover how the top 5 ultracasual games performed on the Android platform in Kuwait during Q3 2021, with insights into their weekly downloads, revenue, and active users.
During the third quarter of 2021, the top five ultracasual games on the Android platform in Kuwait demonstrated diverse performance trends. Here’s a closer look at their weekly downloads, revenue, and active users based on data from Sensor Tower.
Slime it: Slime Game Simulator saw a varied performance in weekly downloads, starting at 1.3K in late June and seeing a significant drop to 17 by the end of September. Weekly revenue for this game fluctuated, peaking at around $173 in the last week of June and settling at approximately $127 by the end of Q3. Active users also showed a declining trend, from 831 in late June to 48 in the final week of September.
Goo: ASMR Slime Simulator had minimal weekly downloads throughout the quarter, with a slight increase to 10 in mid-September. The game's weekly revenue was negligible, except for a small spike to $32 in mid-September. Despite the low download and revenue numbers, the game maintained a relatively stable active user base, starting at 1.5K and slightly declining to 1.2K by the end of the quarter.
Fidget Spinner experienced a modest increase in weekly downloads, from 25 in late June to a peak of 85 in early August. Active users for this game also increased, reaching a high of 143 in early August before stabilizing around 80 by the end of September. Revenue was minimal, with only small amounts reported early in the quarter.
Draw it had fluctuating weekly downloads, peaking at 213 in early July before declining to 18 by the end of September. Active users also showed a downward trend, starting at 256 and ending at 57. Revenue for this game was minimal, with a small amount reported in late August.
Jelly Dye: Jelly Games & ASMR maintained a relatively steady number of weekly downloads, ranging from 72 to 126 throughout the quarter. Active users showed a gradual decline from 632 in late June to 318 by the end of September. No significant revenue was reported for this game during the quarter.
For more detailed insights and data on these ultracasual games, visit Sensor Tower.