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bestgamesstudios

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Reply with quote  #101 
Hey guys! Check out Part 1 my new series on AST (App Store Tactics) - this is different from ASO, and ASO is a branch of AST


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Reply with quote  #102 
Thanks, very interesting!! I guess you already considered this, but the social media promotion, backlink creation & localization of the ASO languages (and all the game/app translation too) are going to be included in your AST branches?

Please keep us updated of the second part!
 

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Reply with quote  #103 
Quote:
Originally Posted by asktolik
Thanks, very interesting!! I guess you already considered this, but the social media promotion, backlink creation & localization of the ASO languages (and all the game/app translation too) are going to be included in your AST branches?

Please keep us updated of the second part!
 

Hello asktolik! Thanks! Actually, it's good that you mentioned it since somehow this slipped out of my mind when I was making this video - I will make videos about these as well in the future

App Store Tactics: Cross-Publishing





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Reply with quote  #104 
App Store Tactics: Cross Publishing - Revenue Sharing

!watch the previous video first, as this is the continuation


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Reply with quote  #105 
Nice videos Yuri! I guess this only works if you can trust the people you are working with? Or do you have a way to verify their code is what they say it is, and set to give you 30%? I guess if you suspected one of your cross publishers of cheating on you, you could decompile his apk that is on the store and see?

Your second video is back on the YouTube medium. Just asking, but why back to YouTube?

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bestgamesstudios

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Reply with quote  #106 
Quote:
Originally Posted by XdebugX
Nice videos Yuri! I guess this only works if you can trust the people you are working with? Or do you have a way to verify their code is what they say it is, and set to give you 30%? I guess if you suspected one of your cross publishers of cheating on you, you could decompile his apk that is on the store and see?

Your second video is back on the YouTube medium. Just asking, but why back to YouTube?


Hello XdebugX! Well, I trust them but I understand what you are saying - sending source codes is not required for this  - I just send the apk.

I had to use youtube for that video since it was too shaky and I used youtubes stabilization feature on the first video in the series( I know, editing packages can do this but I was in a rush  ) - as to why the other one is.. I think I planned on using that feature also but so far I didn't, so basically the answer is laziness[smile]

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Reply with quote  #107 
[xz2uIqK]

EDIT: after some research, Bangladesh is indeed a country



part 2 ( sorry for the camera shake - next time will use a monopod like in my first one)
[U8ViRti]

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Reply with quote  #108 
Hey man,

It sounds like you have set out a goal a bit like mine for the year. Your diary was actually the reason why I started my own one on here as well!

How about a friendly competition between us to see who can reach our goal before the end of the year? Give us both a bit more motivation to achieve it.

Kind Regards
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bestgamesstudios

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Reply with quote  #109 
Quote:
Originally Posted by KewlieoGames
Hey man,

It sounds like you have set out a goal a bit like mine for the year. Your diary was actually the reason why I started my own one on here as well!

How about a friendly competition between us to see who can reach our goal before the end of the year? Give us both a bit more motivation to achieve it.

Kind Regards
Steve
Kewlieo Games


game on! First one past 5k revenue per 30 days wins
-Yuriy,
Best Games Studios

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Reply with quote  #110 
Hey,

Nice video! nice to hear others with ambition! i hope it works out for you. When are you releasing your next game?  I am new to game development and i have been experimenting with ideas for a while now in-between work. I'm at the early stages of developing a game and Im taking some of your advice on finding a niche and making the game high quality.

My mission for 2017 is to release my first game

Nick
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Reply with quote  #111 
Quote:
Originally Posted by coxy17
Im taking some of your advice on finding a niche and making the game high quality.
My mission for 2017 is to release my first game


Hey,
I don't want to hinder your motivation, but I'd suggest releasing at least one smaller game first, before you get to the nice and polished phase. It will make your big release easier to manage and probably more successful.

Good luck whatever you decide;]

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Reply with quote  #112 
Hi

OK so are you saying to create like a demo version of my game and release it. Then work on polishing it later on?

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Reply with quote  #113 
Quote:
Originally Posted by coxy17
Hi OK so are you saying to create like a demo version of my game and release it. Then work on polishing it later on? Nick


I think what mzr means ( which I agree with), is not to devote a large time of time on your first game (for example, spend 1-2 years developing a game), since there is a lot of competition, and if you are new to marketing in app stores be prepared that your first app will get very few downloads, instead create something relatively simple first (not to be confused with bad/low quality) , to gauge the audience reaction - new features/levels/improvements can always be added.



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Reply with quote  #114 
Yeah, that's more or less what I meant.

Great video update Jurij (is that how you spell it?).
Really good content.
I guess I agree with your theory on focusing on 1 game type, at least when it comes to business view of things.
I make games mainly for fun, therefore I make games in different genres. If I like some particular genre, then sure I can focus on it, but until then I like to be versatile, it makes it more fresh/enjoyable imo.

Good luck on your goal!

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Reply with quote  #115 
Quote:
Originally Posted by bestgamesstudios


game on! First one past 5k revenue per 30 days wins
-Yuriy,
Best Games Studios


Sweet, Looking forward to this! [biggrin]
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Reply with quote  #116 
Quote:
Originally Posted by coxy17
Hi OK so are you saying to create like a demo version of my game and release it. Then work on polishing it later on? Nick


I agree with both Yuriy and MZR, if you are just getting into the game development (especially if you don't have that much programming experience) it is best to keep your best idea a bit on hold for a bit. Get some easy small games out and work up from there. Trust me there is nothing more demotivating then getting a game out that you think should do well that you have spent a long time making and just see it sink, this comes from experience.

I've been doing this since around 2014 and have watched my own content get better and better with each new game made. You can check out my progress on my Google Play account by seeing my first game (Endless Runner) to my last game release (Pixel Monsters: Slots) and along the way I put months into games that have never seen the light of day due to not really having the experience for!

So start small and work your way up. Get some games under your belt, can just be 2-3 but they will help you understand the whole process a lot better. Also this doesn't mean stop working on your current game altogether but focus less on it and try something smaller at the same time

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Reply with quote  #117 
Hey KewlieoGames, Mzr & Bestgamesstudios,

Thanks for the advice, I guess i can see the point of creating something small enough to manage and see the process through from start to end, Its going to be hard to pull myself away from my game but I'll have a think and see what happens.


Quote:

game on! First one past 5k revenue per 30 days wins
-Yuriy,
Best Games Studios

Sweet, Looking forward to this! [biggrin]


I'm looking forward to see the results guys, best of luck!

Nick
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mzr

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Reply with quote  #118 
Quote:
Originally Posted by coxy17
Its going to be hard to pull myself away from my game


I know what your mean!
I thought about mentioning that.
The worst thing about this is the fact that after some time working on one game you will probably have a brand new amazing idea and it will be extremely difficult to stay with the first one and finish it.
At least that's how it is for me sometimes.
And that's probably true for pretty much any creative endeavour, as long as it's long enough.

I believe in order to deal with this issue you have to stop relying on motivation, and work on willpower.
Motivation comes and goes, you can't control it;/

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Reply with quote  #119 
Quote:
Originally Posted by mzr


I know what your mean!
I thought about mentioning that.
The worst thing about this is the fact that after some time working on one game you will probably have a brand new amazing idea and it will be extremely difficult to stay with the first one and finish it.
At least that's how it is for me sometimes.
And that's probably true for pretty much any creative endeavour, as long as it's long enough.

I believe in order to deal with this issue you have to stop relying on motivation, and work on willpower.
Motivation comes and goes, you can't control it;/



Yeah man, Yeah i try to always run off willpower too, I might just put it on hold until the summer. Also do you think its worthwhile to use a template game for a first game? rather than starting from scratch? i was thinking in terms of a template game and then just re-skin and add some additional functionality (if required) then experience the process of the app stores and maintaining the app etc.

I'm aware that in this case that a template app will more than likely not get the downloads due to it being one of numerous game which already do well etc but i believe with every project there is going to be a challenge whichever way you look at it.

Nick
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Reply with quote  #120 

Hi Nick.

I don't remember if you mentioned what engine you use. I use unity, but I think it's the case with most of them.
The best thing about modern gamedev is the fact that you can buy assets that would take hundreds of hours to code for just a few bucks. I don't really like the idea of reskinning, but I definitely recommend using assets.
Thanks to that you don't have to be great at everything and you can focus on your strengths.

Do you want to make graphics, write code, do animations, do cool lightning and effects, do music, design levels?
If you don't know yet then I guess it would be best to do a project in which you could try some of those things out.

The cool thing about game templates is the fact that you can learn by looking at them (assuming they are well written), they let you do something much faster and with less effort. It is quite common though that it's rather hard to add something that was not planned by the developer. You sometimes need to hack some parts of the code to make it work. That's the hard part of the asset store, you never know if the asset you see is going to be usable for you in the long run.

Pardon my rumbling, to answer your question - I think it's ok to use a template to test the whole process. It won't guarantee you success in future projects, but it will surely help you avoid some mistakes. And who knows, maybe the functionality you add to the template and the name you choose will make it an unforeseen success ;]


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Reply with quote  #121 
App Store Tactics - Feed The Winner


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Reply with quote  #122 
Screenshots Lifehack


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Reply with quote  #123 
Cool vids, music was a little too loud in the first one imo.
Regarding screenshots, do you think that it's better to use both horizontal and vertical screenshots? I don't think there are separate places for them in google dev console?

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Reply with quote  #124 
Quote:
Originally Posted by mzr
Cool vids, music was a little too loud in the first one imo.
Regarding screenshots, do you think that it's better to use both horizontal and vertical screenshots? I don't think there are separate places for them in google dev console?


Thanks! Okey, I will try to control the music volume a bit better
Well, in regards to google play, if the app is vertical I add vertical screenshots, otherwise horizontal - however, I know in iOS there is some trickery  due to the way the store displays the apps/screenshots, so the screenshot is vertical and they add several horizontal screenshots inside so you can see more content -  however I haven't really thought too  deeply on this issue

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Reply with quote  #125 
Talking Analytics ( if it's of any use) , When to update apps/not to update them, and on Martin's recent comment on making "games you'd yourself want to play"

- sorry for the lighting towards the end


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Reply with quote  #126 
I actually think you have more fun the more you play a game (the same thing applies to food, music, etc.). There obviously is a limit though;]
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Reply with quote  #127 
Quote:
Originally Posted by mzr
I actually think you have more fun the more you play a game (the same thing applies to food, music, etc.). There obviously is a limit though;]


ah, just to clarify, here I meant playing the same game with many tens of levels over and over and over again over several days to make sure it didn't have any bugs/was not frustrating to the end users-  the music (which I previously really liked) got burned into my head and I couldn't turn it off going to sleep - it... just kept ringing - now I can't listen to it lol

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Reply with quote  #128 
Quote:
Originally Posted by bestgamesstudios


ah, just to clarify, here I meant playing the same game with many tens of levels over and over and over again over several days to make sure it didn't have any bugs/was not frustrating to the end users-  the music (which I previously really liked) got burned into my head and I couldn't turn it off going to sleep - it... just kept ringing - now I can't listen to it lol


I have the same problem, the music I start off liking, but eventually it gets tiresome. I don't usually play-test or check for bugs at the end of development though. I will usually write a few lines of code and test it as I go. The music sometimes is still enjoyable for me later. I don't have trouble turning it off or sleeping though.

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Reply with quote  #129 
Quote:
Originally Posted by XdebugX
I have the same problem, the music I start off liking, but eventually it gets tiresome. I don't usually play-test or check for bugs at the end of development though. I will usually write a few lines of code and test it as I go. The music sometimes is still enjoyable for me later. I don't have trouble turning it off or sleeping though.


to be fair, that happened only for one game for me, when I spent the night playtesting it

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Reply with quote  #130 
New video! In this one I drink coffee


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Reply with quote  #131 
Google Play Market Research update


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Reply with quote  #132 
Quote:
Originally Posted by bestgamesstudios
Google Play Market Research update



Interesting tactic for finding niches and what apps are doing good, thanks for the tip. BTW I don't see any new games on your account this year yet? At least not your account in your signature. Have you been making games on other accounts mostly this year, or just not finished any new ones yet?

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Reply with quote  #133 
Hello XdebugX! I replied in my next vlog:


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Reply with quote  #134 
Thanks Yuriy, I've sent you a message on the forums about publishing to other accounts.
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Reply with quote  #135 
 some tips/tricks I use when creating icons and graphics for the store listing


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Reply with quote  #136 
My game development process


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Reply with quote  #137 
Cool video.
Keep it up.

Just curious - do you get most of your revenue from 1 niche? Or maybe you try different ones?

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Reply with quote  #138 
Thanks for taking the time to do these videos! You made an interesting point about not adding adds at launch. I'm actually considering doing exactly that for my next game.

If I may make a suggestion for your next video: leave out the background music. Honestly, I found it to be very distracting.

btw, did you know there's an other developer on GP called BestGamesStudio? (without the spaces and s at the end)

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Reply with quote  #139 
thanks for the replies!

Quote:
Just curious - do you get most of your revenue from 1 niche? Or maybe you try different ones?


Yes, mostly a single niche

Quote:
If I may make a suggestion for your next video: leave out the background music. Honestly, I found it to be very distracting.

OKey, I will remove it/make it quieter next time

Quote:

btw, did you know there's an other developer on GP called BestGamesStudio? (without the spaces and s at the end)

yeah, I saw that account - currently we haven't contacted each other though


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Reply with quote  #140 

New Update video!- adding joystick support and general productivity tips and my overall status as an app entrepreneur

joystick.png


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Reply with quote  #141 
My ruminations on making addictive games - apologies for the lighting, do treat this as a podcast


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Reply with quote  #142 

My first game was a hard twin stick shooter, I definitely don't recommend that ;]

Some time ago I was doing some research in rpg games and I downloaded Forever Knight, it does the thing you're talking about amazingly. Super fast progress, it even allows you to sit there and watch, while the knight runs on his own and kills stuff.


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Reply with quote  #143 
Quote:
Originally Posted by mzr

My first game was a hard twin stick shooter, I definitely don't recommend that ;]



Thanks Mzr! yeah I must clarify - I meant that every game type can be made addictive using the above method, but ASO/search visibility is a separate issue so you can still have an "addictive" game with 50 downloads, so market research is important also before making the app

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Reply with quote  #144 
Yeah, but mine was definitely the opposite of what you're talking about.
It had 1 level with random waves of eniemes, so you pretty much had to loose sooner or later.

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Reply with quote  #145 


note: when I said apps without competition, I meant an app type which doesn't have tens of similar apps: if there are only one or two existing apps, then it could be still worth a shot, especially if those apps are 2D and yours will be 3D

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Diary: http://www.howtomakemobilegames.com/post/best-games-studios-diary-7386298?pid=1288723175
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bestgamesstudios

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Reply with quote  #146 
Quote:
Originally Posted by KewlieoGames
Hey man,

It sounds like you have set out a goal a bit like mine for the year. Your diary was actually the reason why I started my own one on here as well!

How about a friendly competition between us to see who can reach our goal before the end of the year? Give us both a bit more motivation to achieve it.

Kind Regards
Steve
Kewlieo Games



Quote:


game on! First one past 5k revenue per 30 days wins
-Yuriy,
Best Games Studios


Sorry for my lack of updates - this is long overdue and I will make a video detaining my recent strategies for app revenue - as for the friendly competition I declare victory!


( these results are really recent, so no way to know if it'll sustain itself in the coming months) - again, I will post a "real" update video soon as well


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mobidus

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Reply with quote  #147 
Oh man, you can't just tease us with those numbers...

j/k [biggrin]

Congratz, well done!

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Reply with quote  #148 
bestgamestudios diary update regarding getting downloads for newer apps


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Reply with quote  #149 
Updated with a better and more interesting video!

- please ignore the distracting camera movements of the first few minutes


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XdebugX

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Reply with quote  #150 
Sounds like a good idea to sell some of your own items in your apps. Only problem is when you start charging money or people have to actually pay for something the percentage that will "convert" drops significantly. You compare it to people who will click an ad and install another app, but these are usually free apps. If they were installing a paid app the people who would actually buy the apps is almost zero. I have the feeling it will be the same with physical good, although they may do a little better since they are about your game and people are actually getting a physical items for their money.
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