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bestgamesstudios

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Reply with quote  #151 
Quote:
Originally Posted by XdebugX
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.


Thanks for your reply XdebugX!  My thinking here is this: even with the low percentage, if there is a physical good, such as a 3d printed figurine, that takes around 12$ to make, and is sold for around 16$, that is a 4$ profit on a unit sold - so the question is, per 1000 users, will there be at least on average at least one (or hopefully several) users that will buy it - in that case, the profits will greatly surpass that of any ad network

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Reply with quote  #152 
Congrats for your recent success!
I've some questions if you dont mind...

1- These earnings are from apps or games?
2- Can you show us an image sample of your "more apps" button with the app screenshot? I didn't get it...
3- Why the use of more then one developer account?

Sorry if you already answered some of these questions but my english understanding on videos is not so good.
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Reply with quote  #153 
Quote:
Congrats for your recent success!

thanks!!!

Quote:
1- These earnings are from apps or games?

games ( simple / lowpoly/ 3d )

Quote:
2- Can you show us an image sample of your "more apps" button with the app screenshot? I didn't get it..


Sure thing! I've attached a screenshot - this is just a photoshopped fake example but my real games have it visually almost exactly the same

newgame.png 

the action of the button is really simple: it does

     Application.OpenURL ("market://search?q=pub:YourDeveloperAccountNameHere");  // opens the developer page with all of the apps

OR

        Application.OpenURL ("market://details?id=com.your.bundle.id"); // opens a specific app

( this type of link opens the app in the google play store itself, not the browser)

 - it also really helps if the promoted app is of the same type/genre as the current app

Quote:
3- Why the use of more then one developer account?

in case google bans one of the accounts - google can be unpredictable even if you try to follow the rules, so it's best to be safe, especially if it's the main source of revenue


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Reply with quote  #154 
This is my very first post on the forum...I'm usually more of a spectator. Yuri, I appreciate you sharing your info and love the community of developers helping each other out by sharing useful advice as well.

I'll share my story some other time but I've been looking at making a jump into building games as something more serious as well. Anyway, I wanted to say that I like your idea of monetizing your apps yourself - it's a little harder than simply using an ad network but I also think it might be something worth exploring.

Some questions /comments - you mentioned selling stuff such as t-shirts, figurines etc. With regards to this...I assume, you can't use the in-app purchase model (since it's not an in-game digital product). You would have to open a browser and allow the user to go through an e-commerce type flow. I'm wondering if that would cause too much friction, ie - entering shipping, credit card info. But again, perhaps the only way is to do it and find out. Wondering on your thoughts about that.

I like the idea of having your own advertising network. You could cross promote your games but also have people pay you for advertising in your apps. I realize, this is a little more complicated but once you build up a good user base, I assume this could work well. For example, I live in Toronto and have an app which is very Toronto specific. I have thoughts about seeking out people interested in advertising their business/services through my app. Again, this will take a little more work than simply dropping in an ad network.

Anyway, just wanted to say thanks for yours, Martin's and all the devs out there sharing their journey...and wishing you all the best.

By the way, a similar quote to yours (from your video): "A programmer is a device which turns caffeine into code".

Cheers!

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bestgamesstudios

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Reply with quote  #155 
Thanks paradox! 

Quote:
Some questions /comments - you mentioned selling stuff such as t-shirts, figurines etc. With regards to this...I assume, you can't use the in-app purchase model (since it's not an in-game digital product). You would have to open a browser and allow the user to go through an e-commerce type flow. I'm wondering if that would cause too much friction, ie - entering shipping, credit card info.


Yes, you can't use in-app billing to sell physical goods- it's against google's policy - you can only link to other online stores.
 Regarding the friction/profitability  - I don't yet know - hopefully I'll have some results of this experiment in the coming months

Quote:

I like the idea of having your own advertising network. You could cross promote your games but also have people pay you for advertising in your apps. I realize, this is a little more complicated but once you build up a good user base, I assume this could work well. For example, I live in Toronto and have an app which is very Toronto specific. I have thoughts about seeking out people interested in advertising their business/services through my app. Again, this will take a little more work than simply dropping in an ad network.

having your ad network would be great: the issue is the overall amount of work involved, both from the programming side, and also finding advertisers, and maintaining it all- I think, if you manage to get to this stage where you have a successful ad network, you will not need to make apps


Quote:
By the way, a similar quote to yours (from your video): "A programmer is a device which turns caffeine into code".

excellent quote

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paradox

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Reply with quote  #156 
Thank you for your feedback...much appreciated! 

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Reply with quote  #157 
Thanks for the answers, please keep doing your videos, they are very helpful! Thank you!


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Reply with quote  #158 


bananas.png 


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Reply with quote  #159 
Thanks for the videos, very interesting and insightful. In regards to the latest video, I agree that its important to engage the users as much as possible, sometimes a game doesn't keep users interested (personal opinion) except games which can be cleverly dynamically generated; but still can get boring overtime. I am looking to build mini games into my game as a way of diversifying the experience (so like building similar related levels) which can be unlocked. Imagine it like 'bonus levels'. Got loads of ideas but some can be simple as a 'reward a day offer' to entice users to play everyday which can end up luring the player back (as I've personally fell for this in a game i played a while ago now).
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Reply with quote  #160 



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mobidus

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Reply with quote  #161 
Interesting topic! I've been doing some prototyping with the GearVR as well. It actually was quite easy to get into, and not the hassle you mentioned in your video. That said, I used packages for Google's cardboard and they transferred quite well to the gearVR.
I recommend looking into those if you've got the time. It comes with some sample scenes to toy around with.

Anyway, looking forward to see what you've created.

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bestgamesstudios

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Reply with quote  #162 
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That said, I used packages for Google's cardboard and they transferred quite well to the gearVR.


that is truly awesome that this worked! Does it support the gear vr controller though?

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Reply with quote  #163 
I can't say for sure as I (still) only have the headset. But one example scene has a setup with controller (the 3dmodel prefab looks comparable), so I believe it does. 

Setting up a pointer which you can use to interact with objects is quite easy though and can be setup in just a few minutes.  

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Roman

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Reply with quote  #164 
Hey!

I've made around 25 cardboard apps that are available for IOS and Android devices. There are few ad companies like Vertebrae and VirtualSKY that are making VR ads but VR is not as popular as it was the same time last year so you can't really make a lot of money with ads. I suggest you to sell your games for 1$ if you have that option. (I can sell games just on IOS but can't sell games on GooglePlay(GooglePlay doesn't allow merchant accounts in Slovenia))
I had around 2000+ daily downloads same time last year. My max was on 25. December 2016(43.000 downloads in 1 day(mostly for VR games)). Now... I get around 300 downloads per day on GooglePlay for VR games.
Apple started rejecting new rollercoasters and thrill rides for VR on their store cause of "spam", Daydream sales are very low and they don't allow unpolished games on their store, GearVR also won't make any money since they don't have enough users and they are also very strict(your games will have to have min. 50 FPS and device shouldn't heat up for half an hour I think)... 
A lot of developers started making AR games and are on "standby" for VR. I am not sure... but probably I will do the same next year.


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Reply with quote  #165 

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Reply with quote  #166 
Any followup news about your app submission? Was it approved and can we take a look at what you've created? Very curious to know [smile]
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bestgamesstudios

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Reply with quote  #167 
Quote:
Originally Posted by mobidus
Any followup news about your app submission? Was it approved and can we take a look at what you've created? Very curious to know [smile]


Hi mobidus! still in the review phase/ will post a follow up video once it (hopefully) becomes approved

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Reply with quote  #168 



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Reply with quote  #169 
What gets me is there is plenty of violent games on the store by the big brand name companies. Google doesn't mind their apps being violent. Also the way the arbitrarily decide what is violent, like you said about muzzle flashes. What about the clash of clan type games where they go out and chop each other up with axes, that's not violent?
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bestgamesstudios

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Reply with quote  #170 
Quote:
Originally Posted by XdebugX
What gets me is there is plenty of violent games on the store by the big brand name companies. Google doesn't mind their apps being violent. Also the way the arbitrarily decide what is violent, like you said about muzzle flashes. What about the clash of clan type games where they go out and chop each other up with axes, that's not violent?


Hi XdebugX! 
Well, it seems the important thing for the violence to not be in the screenshots/icons, I checked and the screenshots for clash of clans seem to be pretty mild:
https://play.google.com/store/apps/details?id=com.supercell.clashofclans

- also seems older apps have an advantage with having been submitted with older rules, however they also sometimes arbitrarily get rejected, especially when submitting an update

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Reply with quote  #171 

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Reply with quote  #172 

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Reply with quote  #173 

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Reply with quote  #174 
Hey guys - I wanted to confirm - are there people still here/watching these every once in a while?
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coxy17

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Reply with quote  #175 
yes i come on here every other day, not watched your latest video yet.
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Reply with quote  #176 
I watch your videos. By the way, I'm not sure if you realized this but the last video you uploaded regarding stocks is cut off at the end. 
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Reply with quote  #177 
Quote:
Originally Posted by bestgamesstudios
Hey guys - I wanted to confirm - are there people still here/watching these every once in a while?


Still find your videos very interesting Yuriy, thanks for posting. I'm not invested in stocks but I did invest a little bit of money in Cryptocurrencies lately. You only really lose if if you sell when the stock/crypto is low, if you wait for them to come back up you can get your money back. But then there is risk that it will keep falling. But the principle is buy low, sell high. Don't panic and sell when they are low.

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Reply with quote  #178 

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Reply with quote  #179 
Hi

I haven't implemented IAP yet but i found an interesting video (link below) about the subject of psychology and IAP. Some great advice in the video, the one i like is how we design and position IAP buttons and the use of additional labels to draw user attention to items we want them to purchase. Then use 'decoys' (scroll 15 min into the video) to make a more money from the user (as user will tend to buy cheaper items) we get them to purchase the middle option instead when there are numerous options to choose from e.g. coin purchases.



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Reply with quote  #180 
I've seen some GDC videos where Google themselves suggest you put your app on sale for a reduced price. I'm not sure if it's the same thing as with a duplicate IAP and timer as just putting your apps on sale. Personally I don't think there would be any problem with doing what your suggesting, but you never know with Google. I think your timer idea and also the suggesting a IAP for a powerup when the player is losing are both brilliant ideas.
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Reply with quote  #181 
Quote:
Originally Posted by coxy17
Hi

I haven't implemented IAP yet but i found an interesting video (link below) about the subject of psychology and IAP.
Nick


thank you! I've actually read the book he mentioned ( I had a period where I read many similar books), so it was interesting to see it implemented in practice in games

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Reply with quote  #182 

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Martin

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Reply with quote  #183 
hey bestgamesstudios. Just seen the video in the snow, i love it 😃  I totally agree about not having violent apps on google play. It's just too risky now.

Martin

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Reply with quote  #184 
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hey bestgamesstudios. Just seen the video in the snow, i love it 😃  I totally agree about not having violent apps on google play. It's just too risky now.

Thanks Martin!  I still make "violent" games that involve shooting, fighting and killing - as long as the icon and screenshots contain no gunfire (muzzle flashes) and blood, and the app is more or less properly rated for violence, it usually turns out okay. Also in my experience, explosions and "fighting" is okay also.





sorry - this last part has the wrong orientation


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Reply with quote  #185 
Do you buy installs or/and reviews?
And how are you able to have multiple accounts?
Do you promote your games in any way?
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Reply with quote  #186 
Hah, the video is about sleeping and thanks to the wrong orientation it looks like you're lying down 😃
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Reply with quote  #187 
Quote:
Originally Posted by alinn123
Do you buy installs or/and reviews?
And how are you able to have multiple accounts?
Do you promote your games in any way?


oops, sorry for the very late reply

Quote:
Do you buy installs or/and reviews?

no - I just cross promote inside my own apps. otherwise everything is organic

Quote:
And how are you able to have multiple accounts?

 I publish to other real people's accounts in return for some percentage of ad revenue. This way, all the accounts are real and not tied to me.

Quote:
Do you promote your games in any way?

if you mean paid promotion then no. just market research before making any apps & aso & cross promotion inside my own apps

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Reply with quote  #188 
thoughts on gdpr. I think gdpr is silly.




stocks N ipos


Bonus


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Reply with quote  #189 
Nice boat! Looks like it goes pretty fast. I played your SUBG game and the controls don't work, at least not on my phone. The game was unplayable because of the controls, they seemed to stick. Just thought I'd let you know this.
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Reply with quote  #190 
Could you share the percentage that in app purchases is to your total monthly revenue?
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Reply with quote  #191 
Quote:
Originally Posted by XdebugX
Nice boat! Looks like it goes pretty fast. I played your SUBG game and the controls don't work, at least not on my phone. The game was unplayable because of the controls, they seemed to stick. Just thought I'd let you know this.


thanks XdebugX!  I submitted an update to the SUBG game - hopefully now fixed

Quote:
Could you share the percentage that in app purchases is to your total monthly revenue?

the full stats would be hard to calculate since I have many accounts and don't have direct access - though it's roughly 5-10% of overall revenue now I think

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Reply with quote  #192 
@bestgamesstudios
 cross promotion in your other apps ? how did you done it ? i mean why ?
you must have a good installs and users from one of your app then you cross promote a new app on this one .. that make sense ....

aso ? is aso still working ... i thought it was dead since the paid marketing is doing all the job
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Reply with quote  #193 
Quote:
Originally Posted by matrixreal

 cross promotion in your other apps ? how did you done it ? i mean why ?
you must have a good installs and users from one of your app then you cross promote a new app on this one .. that make sense ....

aso ? is aso still working ...


Hi matrixreal! Yes, I still use it, and it has very good results for me - the apps themselves have to be good, but overall most of my apps get 5-10k during the first month and many later have 50-100k and upwards ( of course, there is variation, some apps I have have 500k-several million, where as some stagnated at 5k even though they are good quality). As to the HOW - I use an icon in my apps for the cross promoted apps (not an interstitial) - there are images of what it looks like earlier in this thread.

Also yes-  the app from which you cross promote does need to have lots of users. Initially I achieved this by means of ASO/luck/making clones of apps, but if you add cross promotion to the mix it really helps reduce the chances of a  "50-100 downloads stagnated app".


Quote:
i thought it was dead since the paid marketing is doing all the job

By this do you mean paying for ads in ads companies to promote your app, buying reviews/installs/ratings or both?  I think, advertising your app only really makes sense if the app is AAA and has many IAPs

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Reply with quote  #194 
Quote:
Originally Posted by bestgamesstudios


thanks XdebugX!  I submitted an update to the SUBG game - hopefully now fixed


the full stats would be hard to calculate since I have many accounts and don't have direct access - though it's roughly 5-10% of overall revenue now I think


The controls are working now for me. Nice game!

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Reply with quote  #195 
@bestgamesstudios
can you show us an example of your cross promotion ?
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Reply with quote  #196 
Missing your videos! How are you doing? [smile]
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Reply with quote  #197 
Quote:
Originally Posted by AllanRW
Missing your videos! How are you doing? [smile]


Hi AllanRW! Thanks for enjoying my videos! I recently made a video reply to one of Martin's videos - I will make a new video once something new comes up/ currently making gdpr updates and similar apps to what I've been doing, otherwise if I post a new video it might just sound repetitive

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Reply with quote  #198 
Ok, now I know I shouldn't own a boat, my sinuses would explode! 😃
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Reply with quote  #199 
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Originally Posted by mzr
Ok, now I know I shouldn't own a boat, my sinuses would explode! 😃


Well, it really depends on the type of boat - there are other types with closed interiors ( cabins ) where the wind isn't an issue ( though, the advantage of having this open design is that you really feel the speed). Also there are slower sailboats and rowboats - if you live near some nice navigable river or sea, it's really a great thing to have.

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