question for devs: have any of you tried to make your lite version of your game full + ads ??, if so, can you share your experiences ? thanks.
Well I ran the numbers last week and it seemed like I would make 1/2 as much per month. Any how the numbers are roughly like. 1000 Ad impressions = 1$ earnings so to make 100$ a month you need 100,000 ad impressions. Do you have metrics on how many people a day play your game now? Or run your lite version as is?
My app is not a game but it has 300,000 impressions a day and makes about $50 a day. It all varies depending on the CTR and stuff for the day.
Just from a consumers perspective if I have a lite version and it is completely fully functional only ad-supported then I will not even consider buying the full version. I am far more likely to buy your full version if the lite version has annoying time/score limits that make me want to play more rather than just ads. Now if you had limits *and* ads that would be a real incentive to buy the full version, but not a fully functional but ad-supported lite version.
Thanks for the replies, my game runs in landscape and uses all the screen (480x320) as playable area, you move a ship by touching anywhere on the screen, at any speed/direction.. so I was thinking on placing the ad (320x48) in one corner with transparency, so you would be seeing the ad all the time, and given that it would share playable area, it would be annoying.. I have only had less than 50 paid downloads which is pretty poor for me, and the lite has been downloaded like 500 times.. thats why I'm thinking on turning the lite full+ads.. comments ?..
You'll make pennies, unless you do have 300,000 impressions/day. But admob has "houseads" which are custom ads you can design and point to any URL or even another app. It's a good way to provide an ingame link to your paid version.
We have a free app that at one point was at 250 downloads in one day. That day, we made $0.10 from AdMob. 10 cents. You have to have SERIOUS traffic to make anything worth a damn, and 250 downloads in a day is decent traffic, but not for AdMob since only a fraction of a fraction of the people actually click the ads.
I'm averaging about 75 dollars a day with WL3D free. Peanuts compared to the paid version, but it's something. This with around 160k impressions a day and by using mobclix (fullscreenish ads). Considering how much it lowered the conversion rate, it wasn't worth it. But I'd have to resubmit and everything.... Xmas season should be better anyway.
I have to say it really all depends on the app. My app with 200K CPC Impressions make $60 a day pretty consistently (banner ads). It's more of a user generated content app so I don't have to do much. I don't know a paid version would do as well since there's already paid version by competitors. My advantage is to give all features away for free instead of a lite version. My lite games on Greystripe don't do nearly as well. I'm still investigating other ad services. Quattro? Mobclix? I'm trying to maximize revenue but not rock the boat too much since $60 a day for not doing much is pretty good.
very interesting... so with admob you earn by clicks, and with mobclix by impressions (fullscreen) ? $60 or $75 sounds pretty good for me..
Mobclix seems to be a better service than admob on my initial research. It's difficult to find out how much mobclix pay. The biggest complaint I've heard with admob is that while an advertiser might be paying 60¢ per click, the publisher (developer) receives about 5¢ of that 60¢ (8.3%), the rest going to admob. Not a very sizeable share when compared to something like google adsense, where the publisher (developer) generally receives 78%.
look up... http://www.adwhirl.com/ http://www.tapjoy.com/ Both of them channel ads from a number of different services to achieve better fill rates etc.