Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment  
jpancik

Junior Member
Registered:
Posts: 8
Reply with quote  #1 
Hello everybody! [smile] I have been watching Martin videos for past several months and decided to share some of my experiences.

I have currently 4 games on Google Play and only two of them are worth mentioning - Dungeon Madness 1 & 2.

Dungeon Madness 1 was released in January 2014, currently it has 473k downloads and 30,568 reviews with average 4.07.
Google Play iTunes store Amazon store

You'd think that creating a sequel has to be at least as successful as the first game. WRONG. In my opinion Google Play is currently broken and visibility is there just for top apps. Dungeon Madness 2 was released on 9th of June 2016 and currently has 13k downloads with 595 review. It's getting around 1/3 of daily downloads of Dungeon Madness. It haven't increased overall downloads per day or revenue.
Google Play iTunes store Amazon store

Trailer for DM2:


Analytics for month June, in the middle of June there was DM2 fully launched:

All 4 apps altogether
Screenshot from 2015-08-04 13:31:54.png 
Dungeon Madness 1
Screenshot from 2015-08-04 13:33:03.png 
Dungeon Madness 2
Screenshot from 2015-08-04 13:35:07.png 
You can see from the graphs that installs and active users just got redistributed - revenue is the same.

Screenshot from 2015-08-04 13:37:24.png    

July was even worse. New installs are going down for me. I currently get around 800 new installs per day for both apps. For past 30 days I had 214,969 sessions with average time of 8 mins 33 seconds. DM1 had 143,920 sessions with average time of 9 mins 37 seconds and DM2 had 75,236 sessions with average time of 6 mins and 32 seconds. Even though average session length for DM2 is shorter, it gets twice as much sessions per user.

I'm starting to think this is the end of great journey as indie game dev - it gave me a lot of experiences though. I'm 20 years old studying university and currently I'm in Google Zurich for the summer as software engineer intern - I'm not dependent on the money, but I would still like to see a growing trend. Who wouldn't right? [biggrin]

I don't feel comfortable discussing the revenue right now, but it's very low. Less than 0.05$ average revenue per user. I can share eCPMs and CTRs though.

Would suggest anything for me to try? If you'd like to know specific numbers for something - just ask and I will provide.

Hope you find this interesting and thank you [smile]

Juraj


0
Grumpy

Senior Member
Registered:
Posts: 318
Reply with quote  #2 
Hey, firstly congrats on what many would consider a great success (even more so when you consider your age - hopefully that doesn't sound patronising!).

I would focus on monetising your users. Do you show ads or make your money through inApps? Increase your ARPU by just another 0.05$ and you'll double your income from it, which sounds easier than doubling your downloads.

I would say, however, that the icon for DM2 could be improved. I think DM1 looks stylised, but DM2 looks a bit amateurish. I would change it.
0
jpancik

Junior Member
Registered:
Posts: 8
Reply with quote  #3 
Thank you for your reply!

Quote:
Originally Posted by Grumpy
Do you show ads or make your money through inApps?


So monetization currently works as follows:

  1. There are AdMob banner ads shown all the time - in menu on the bottom, in game on the top.
  2. There is a Chartboost interstitial after each level - average time to finish level is around ~7 mins
  3. You can buy Premium version in-app which disabled ads forever and decreases crafting time byt 30%.
  4. When crafting items, you can instantly finish their craft by using gems - gems needed are based on time skipped, which are obtained through in-app purchases (player can exit the game and let crafting finish in the background)
Revenue is currently in ratio 2:1:1 where 2 is Admob and 1 is Chartboost/in-app.

Quote:
Originally Posted by Grumpy
the icon for DM2 could be improved.


So I currently started an A/B experiment for 30% of users for the icon of DM1 (left is A/B tested for 30% users since like 3 days ago, right is used from 2014):

ic_launcher_store-1.png  ic_launcher_store-0.png 


Icon for DM2 is just alternation of original icon - showing again the main character:
ic_launcher_store-2.png 

So I want to first get results from A/B test to see what impact it has. It's really hard for me to design interesting icons though.
0
Grumpy

Senior Member
Registered:
Posts: 318
Reply with quote  #4 
I'd consider putting in rewarded video ads - they can work really well. You could also add more uses for your gems, sell some equipment/items whatever.

I've used icon designers that I've found on Elance to make some of my icons. It costs a few hundred dollars, but in my case it has had a noticeable increase on downloads and paid for itself quickly.
0
risbogames

Senior Member
Registered:
Posts: 120
Reply with quote  #5 
Well Grumpy video rewards? To give someone something in the game for 0.01$ is not so good just my opinion i have them too but I'm consider not  to use it anymore
0
Grumpy

Senior Member
Registered:
Posts: 318
Reply with quote  #6 
But if every user watches (on average) just one of those videos, he increases his ARPU from $0.05 to $0.06 - which is 20% more money for him. If every user watches (on average) 5 of those videos then he doubles the amount of money he's making.
0
jpancik

Junior Member
Registered:
Posts: 8
Reply with quote  #7 
Thank you guys for comments. I will look into rewarded videos during the weekend.

Just update on how A/B testing icons - actually the new 'more stylised' icon is performing worse. I will wait for statistical significance though.

Screenshot from 2015-08-07 15:47:13.png

0
Taptastic Games

Junior Member
Registered:
Posts: 8
Reply with quote  #8 
Hey thanks for sharing your experience,
Did you try engaging your users of Dungeon Madness 1 to try out Dungeon Madness 2? If the game is better or has an higher ARPU you should defenitly try that.
Maybe you should also go over your chartboost set up as well. And give highest priority to the campains with highest ECPM if you dont have already.

Have you done anything of marketing for Dungeon Madness 1 ?

__________________
https://play.google.com/store/apps/developer?id=Taptastic+Games
0
jpancik

Junior Member
Registered:
Posts: 8
Reply with quote  #9 
Quote:
Originally Posted by Taptastic Games
Did you try engaging your users of Dungeon Madness 1 to try out Dungeon Madness 2?


I'm actually running cross promotion campaign from DM 1. The settings are set so that ad is shown every time if user doesn't have DM2 installed.


Screenshot 2015-08-08 23.50.36.png 
As you can see, the CTR and IR rate is pretty good.

Quote:
Originally Posted by Taptastic Games
give highest priority to the campains with highest ECPM


So I might not be very good with Chartboost campaigns - I have one campaign for every app basically showing any ad for any country. I don't have video ads because I don't know how the user perceives them. Does it affect your ratings?

0
dotTN

Junior Member
Registered:
Posts: 6
Reply with quote  #10 
Hi jpancik, thanks for sharing abt ur success! I'm 20 too [smile]. It's nice to see that someone has done well in mobile games at my age. I'm still a beginner though, but I think u should implement multiplayer (either synchronous or asynchronous) to get users more engaging.
0
jpancik

Junior Member
Registered:
Posts: 8
Reply with quote  #11 
So actually the new icon:

ic_launcher_store-1.png 

Is performing worse than:

ic_launcher_store-0.png 

Screenshot from 2015-08-14 14:07:51.png

Interesting! I will try more different icons.

Thanks to @Taptastic games - I launched video ads on chartboost and eCPM is 4x higher than used to be!

Quote:
Originally Posted by dotTN
I think u should implement multiplayer (either synchronous or asynchronous) to get users more engaging.


Multiplayer is not as easy at seems because I'm using my own engine. I currently have synchronous multiplayer prototype in pipeline - but I currently don't have time to develop as I'm working for Google until end of september. [frown]

0
jpancik

Junior Member
Registered:
Posts: 8
Reply with quote  #12 
Haven't posted in a while, but very depressing thing has happend over past few days. Conversion install rate from store visitors dropped from 15% to 8%.. Does anybody have a clue what change has Google Play implemented? I noticed that screenshots are loaded once you click on them - do you think this is the problem?

Screenshot from 2015-09-11 11:12:37.png 

0
bestgamesstudios

Avatar / Picture

Senior Member
Registered:
Posts: 535
Reply with quote  #13 
Quote:
Originally Posted by jpancik
Haven't posted in a while, but very depressing thing has happend over past few days. Conversion install rate from store visitors dropped from 15% to 8%.. Does anybody have a clue what change has Google Play implemented? I noticed that screenshots are loaded once you click on them - do you think this is the problem?

Screenshot from 2015-09-11 11:12:37.png 


It could be something google changed, OR it could simply be randomness. For example, In august 22-29, did you do something/did something happen to make the downloads higher? Of course, the explanation "it's just randomness" is nowhere near as satisfying as a "reason", but I'm always scared in such cases of "inventing" reasons.

__________________
https://play.google.com/store/apps/developer?id=Best+Games+Studios
Diary: http://www.howtomakemobilegames.com/post/best-games-studios-diary-7386298?pid=1288723175
0
jpancik

Junior Member
Registered:
Posts: 8
Reply with quote  #14 
Quote:
Originally Posted by bestgamesstudios
Quote:
Originally Posted by jpancik
Haven't posted in a while, but very depressing thing has happend over past few days. Conversion install rate from store visitors dropped from 15% to 8%.. Does anybody have a clue what change has Google Play implemented? I noticed that screenshots are loaded once you click on them - do you think this is the problem?

Screenshot from 2015-09-11 11:12:37.png 


It could be something google changed, OR it could simply be randomness. For example, In august 22-29, did you do something/did something happen to make the downloads higher? Of course, the explanation "it's just randomness" is nowhere near as satisfying as a "reason", but I'm always scared in such cases of "inventing" reasons.


Yeah could be randomness. However, these kind of higher download spikes I had every once a while and then it would fall back to 800. I'm just wondering if anyone else has the same problem.
0
GeoWhere

Senior Member
Registered:
Posts: 108
Reply with quote  #15 

Thanks for sharing your experience, mate.
Well done.

I lived in Bern for 3 years (now in Australia). Miss Switzerland very much [smile]

I did A/B test for a new icon in my game and didn't work at all. In my opinion the new icon was better, but I had way less downloads... maybe people like what they already know... don't know. Or maybe the icon is just ugly [smile]

All the best with your endeavour!

Gruss,

Felipe

0
jpancik

Junior Member
Registered:
Posts: 8
Reply with quote  #16 
Thank you GeoWhere!

Just quick update on my progress - haven't had much time to work on my games. I implemented Achievements & Leaderboards from Google Play game services and some new GUIs.

Right now I'm really close to releasing update focusing more on premium currency to see if it gets more conversions.
0
Hello World v.2

Senior Member
Registered:
Posts: 238
Reply with quote  #17 
Would be interessting to know how mutch money your apps are making [smile]
0
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.