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Developers: How do you monetize a game with good retention?

10-31-2017, 08:27 AM
#1
Developers: How do you monetize a game with good retention?

Hey guys! I'm a game developer. We just launched a free to play game called Floyd's Sticker Jam, for iOS and Android. What we are seeing is that the game has good retention. Say,

Day 1 - 60%
Day 7 - 20% aprox.
Day 30 - 6% aprox.

But we are getting not a lot of people paying for in-app purchases. Practically nothing.
Game sessions are around 20 minutes, even! We're trying to rebalance the game, but, my question to you developers is, when exactly do you start getting/seeing your first user-spending in your free to play games? 1 week? 1 month?

This is an action game, btw.

Any input would be great!!!
10-31-2017, 09:44 AM
#2
Joined: Oct 2016
Location: Orange County, California
Posts: 75
I just downloaded your game. It's pretty fun.

How many downloads / active sessions do you have a day?

Cheers,

Dave

10-31-2017, 09:47 AM
#3
Hey Dave what up! Thanks mate.

We had around 50-100 installs per day (payed installs, through Ad Colony, in select countries, Ireland and Canada), por 1 week.
So around 1000 installs, but for Android only.

We have some other organic installs too, but not many. Say, 300?
10-31-2017, 12:04 PM
#4
Joined: Oct 2016
Location: Orange County, California
Posts: 75
I love the game but I'm not sure if it's the type of game that I'd want to spend money on IAPs right now.

It will be hard to monetize w/ ads if you're mainly driving installs w/ ads. I'd be willing to bet your ARPU isn't near your cost per install.

I've got buddies who are making $10+ eCPM w/ ad mediation platforms right now. If you can find a way to drive a lot of organic downloads easy, that would be my gut (I know it's easy to say and hard to do : ) Getting a few thousand really dedicated players who are willing to watch ads can ad up (pun intended.)
10-31-2017, 12:43 PM
#5
Hahah, nice pun.
MMmh, ok. Can you tell me which are the games of your buddies? So I can give them a look!

Why would u say u wouldn't spend IAP in Floyd's? Is it maybe too easy?
We thought we would be seeing spending in stickers, which once pasted unlock new content (new bosses, new items, etc). Maybe that's not clear in the first or second playthrough/flow...
10-31-2017, 04:21 PM
#6
Joined: Oct 2016
Location: Orange County, California
Posts: 75
I'll ask. I'm not sure if they want me disclosing their eCPMs.

https://www.appodeal.com/reports/2017-10-23/android/us

https://www.appodeal.com/reports/2017-10-23/ios/us

It's just not the kind of game I'd spend IAPs on. I might not be the right person though : ) I really only spend IAPs on a few Supercell Games.
11-01-2017, 09:56 AM
#7
Oh thanks for this Dave!!! I also only spend on Clash Royale.... hahah. That's why we made that the gacha purchase system in floyd (the stickers) unlock content, so you can unlock boss fights, medium bosses, items, etc! Thanks for your input mate!
11-01-2017, 07:20 PM
#8
In-game monetization is one of the most difficult and controversial things to do. You want to make sure that there is a definitive NEED to buy something in the game, but, you don't want it to overtly interfere with the main gameplay. If you do, players will think you're forcing them to buy stuff to play it more, and that'll lose you players.

Think carefully on the matter, and then see what natural options flow from it.
11-07-2017, 01:43 PM
#9
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