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Need suggestion from successful indie developers

08-23-2016, 09:59 AM
#1
Joined: Aug 2016
Location: Dhaka, Bangladesh
Posts: 26
Need suggestion from successful indie developers

Hello,

I am a new indie developer and currently struggling through a lot! (seemed like lot of indie developers go through this stage lol) I cannot get regular downloads. So I at last decided to invest some money in my game(very little, not too much)

The thing I need help with is that, which is the best place to invest my money so that I get good number of downloads? even 10 downloads everyday will be a good start for me.
So please, asking successful indie developers who got more than 10k downloads for advice!

Thank you.
08-24-2016, 03:57 AM
#2
Joined: Jun 2016
Location: Norwich, UK
Posts: 48
That can be dependent on your app really. Care to link us to it so we can provide better advice?

Enhance by FGL.

Automated SDK Integration with zero code.

08-24-2016, 04:45 AM
#3
I would not suggest investing unless you know your ROI. You can burn through a lot of cash fast. Facebook is good since you can target users to what you need.

Creating Fun Mobile Games, Check Them Out At - Mokool Apps
08-24-2016, 05:16 AM
#4
Joined: Aug 2016
Location: Dhaka, Bangladesh
Posts: 26
Quote:
Originally Posted by fgl_sam View Post
That can be dependent on your app really. Care to link us to it so we can provide better advice?
https://play.google.com/store/apps/d...ther.ballbliss

Here it is.
08-24-2016, 05:17 AM
#5
Joined: Aug 2016
Location: Dhaka, Bangladesh
Posts: 26
Quote:
Originally Posted by mokoolapps View Post
I would not suggest investing unless you know your ROI. You can burn through a lot of cash fast. Facebook is good since you can target users to what you need.
What is ROI ?
08-24-2016, 10:03 AM
#6
Joined: Jun 2016
Location: Norwich, UK
Posts: 48
- return on investment

If you are spending $1000 usd, and from that you get 1000 users, if each user on average only earns you 10c, it was a bad return on investment. If they each spend anything over $1+, it was good.

Enhance by FGL.

Automated SDK Integration with zero code.
08-24-2016, 10:24 AM
#7
Joined: Jun 2016
Location: Norwich, UK
Posts: 48
I just played your game for a bit. It took me a few minutes to understand what I needed to do, but I got there. I will say, there are some free things you can do to your game. Checking the app for spelling (arcade is spelt "Acarde" in your app), adding some delays between level fail and ads triggering (it's like a 1ms break, and sometimes you tap ads accidentally, which is good for you in the short term, but terrible for the users), working on your graphics (mine is pretty low res on an android device, at least) and adding something to your gameplay could see more people stick around and recommend the game.

I know it's not the most positive thing in the world, and I'm sure you were hoping for someone to say "Do this easy thing and you'll have 100,000 downloads", but in reality the game could use some development. I'd do that first before investing any money in it.

Enhance by FGL.

Automated SDK Integration with zero code.

Last edited by fgl_sam; 08-24-2016 at 10:27 AM.
08-24-2016, 10:25 AM
#8
Joined: Aug 2016
Location: Dhaka, Bangladesh
Posts: 26
Quote:
Originally Posted by fgl_sam View Post
- return on investment

If you are spending $1000 usd, and from that you get 1000 users, if each user on average only earns you 10c, it was a bad return on investment. If they each spend anything over $1+, it was good.
I dont wanna invest that much in my app, i want to invest like around $50 first, just to try it out. And for now i didnt implement any IAPs in the game, just gave some ads. Any idea on average how many hours the user should play my game to generate $1 ?

And what do you think of the game?
08-24-2016, 10:53 AM
#9
Joined: Jun 2016
Location: Norwich, UK
Posts: 48
That depends on the CPMs you're being offered by the ad network you're working with.

Lets say it's $1, you'd need 1,000 ad views. In the few minutes I played your game, I saw probably 10 adverts, so you'd need roughly 100 installs of users like me to make $1.

Do bare in mind that literally only 20-40% of people will open the app a second time, and within a week of installing the app, you'd be lucky if 5% are still playing.

The best you can hope from 100 users is that they play for as long as possible and you can squeeze as many adverts in without driving them away, then perhaps you could make $2 from them with a $1 CPM (which is low, just an example).

IF you had a rewarded video, you might be able to get a much higher CPM, which is why they're popular right now.

Enhance by FGL.

Automated SDK Integration with zero code.
08-24-2016, 11:23 AM
#10
Joined: Aug 2016
Location: Dhaka, Bangladesh
Posts: 26
Quote:
Originally Posted by fgl_sam View Post
IF you had a rewarded video, you might be able to get a much higher CPM, which is why they're popular right now.
Thanks a lot for the help. And i just put one video that triggers if the player dies after 100 points.

And any advice on how can i increase the eCPM by myself? its pretty low, its 0.08 right now.