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DonRIF

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Reply with quote  #1 
Hey fellow developers, I launched a month ago a trivia/quiz game "Da Quiz" on both iOS and Android. I have a lot of downloads on iOS, like more than 1.500 only on iOS. I launched two advertising campaigns on Chartboost, that cost me around $350 USD. But I make almost no money at all, a few 0.01 here and there. My main players are from China, Australia and India. I have 30 to 40 new users each day and they play a lot (sometimes players play more than an hour).
Here are some analytics...please help, what am I doing wrong? When can i reach the status of making a little money from my game?

Thanks! analytics.png  itunes.png 



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XdebugX

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Reply with quote  #2 
That's one of the problems of making a really great game, people don't want to click the ads and leave your game. Also chinese users aren't going to earn any ad revenue even if they do click the ads. People just don't buy installs in China.

I would suggest trying to monetize with IAP. This system works better when people really like playing the game. IAP may make you even more anyways if done right.
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Martin

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Reply with quote  #3 
Thanks for sharing the stats.
I agree with XdebugX, making money with ads from Chinese users mainly is very hard. Also with great games users wont click. Thats why I always think click ads are counter intuitive with making a great game. Maybe better to use IAP but make them small to big. So start with $1 and include a $100 IAP. Reward video ads are possible but they make so little money, like $0.005 per click on average I think, at least with the chartboost network in my experience.

Also for ad campaigns to have any major impact you need to have the ARPU very high already, or put a huge amount of money in to push it up the ranks - $100,000+ all spend within a couple of days.

Hope this helps [smile]

Martin
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Crichton333

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Reply with quote  #4 
I see you have 

- Gemstones

- Level Unlock

Why dont you put those behind a reward video wall. You would be milking some nice money from those players who play for hours.

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DonRIF

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Reply with quote  #5 
Thank you all for your answers! I indeed have IAP (removing ads and buying gemstones, keys to unlock categories and letter hints) and rewarded video to earn one hint.

My question was more like: "Am I in the good path with 30-40 new users daily"?

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Google Play: https://play.google.com/store/apps/dev?id=5830951725658641727
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KewlieoGames

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Reply with quote  #6 

Unfortunately 30-40 installs a day isn't gonna produce much in the way of income, especially if the main bulk of your users are from China and India! They are the lowest tier of users, meaning that they don't make much money for the advertisers, thus you not making much.

I would suggest on working towards getting some top tier users to your app (USA, UK, Germany, etc) though this would not automatically mean that you would start making money. You need to boost your installs, I currently make around £500 - £1000 a month with one game that has around 1000 downloads daily. Then I have 10+ more games that combined together have around 30-40 downloads a day and make less then £20 a month

Keep increasing the download numbers and get better tier of downloaders and you might start getting somewhere, but remember the Play Store and App Store are very competitive and games can be lost in the 1000s if not 10,000s of new games released every day. Work on ASO rather then install campaigns as it costs a lot less and is much more rewarding in the long run

Kind Regards
Steve
Kewlieo Games

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Supercode

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Reply with quote  #7 
USA - 8.14eur ecpm, 6.74%
UK - 3.38eur ecpm, 2.67%
China - 6.48eur ecpm, ctr 2.92%

So China users are good for me [smile]

Maybe just your audience is problem? I have block puzzle games also and there is medium ctr 0.95% and ecpm 0.65eur for them. So problem is the game type and audience [wink]

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Grumpy

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Reply with quote  #8 
30-40 downloads a day isn't bad for a first game. I suggest the following:
  • Update your game a lot, listen to reviews, make changes, add new ways of gaining money. Focus on building the amount of money each user generates (the ARPU). If people aren't buying your IAPs, try and work out why.
  • Consider adding banner ads. A lot of people don't like these, but if you are getting players playing for a long time this could make a bit of money. You can always take them out if it doesn't make money.
  • DO NOT do any more ad campaigns, your game needs to make a good amount of money per user (high ARPU) before this becomes remotely viable. It's not something for the inexperienced. You can get really good results but you need to know what you're doing.
To start with don't expect big profits, you shouldn't really be looking at making a profit on your first few games, it's all about learning and establishing yourself. 
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DonRIF

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Reply with quote  #9 
Thank you all for your answers!
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iTunes: https://itunes.apple.com/us/developer/amine-el-hassouni/id1087306398
Google Play: https://play.google.com/store/apps/dev?id=5830951725658641727
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