@guischv
One of the recurring thing I see on all the revenue numbers shared here, is that if an app has a lot of downloads then it can make a tremendous amount of money using Revmob. The issue is for apps that do not have much downloads to begin with. In that case, I have a feeling that it will be a struggle to make any money (using Revmob or not ) So the BIG question is no longer just about trying to maximize Revmob impressions (like opening the popup at each app start and so on) but more on the line of "how to get more downloads? in the first place. The number of install apps will always limit the potential revenue that one can get from using Revmob.
i see for instance that Turtle Run (an amazingly polished and fun game by the way) gets 700+ downloads a day! How can we achieve this type of daily downloads? Or even close to it. Of course the game itself is a winner and deserve that type of daily downloads but is 700+ per day a normal download rate for free to play “regular” app?
Of course I am just musing here, on how we can achieve a larger daily download of our apps so we take fully advantage of Revmob monitization system. It is of course not Revmob job to do the app marketing for us but given your massive success with Revmob and Ants Smasher (just one example) I am extremely curious (and I am sure i am not the only here:) on you would approach getting more downloads so to maximize Revmob benefit. This of course will be win/win for both of us. We get more revenue, and Revmob gets more advertisers (and fame)!
In event, I am gratefully to you guys for giving us a potentially amazing tool for making money with our Corona apps!
THANK YOU
Mo
(LairdGames) [import]uid: 100814 topic_id: 25797 reply_id: 113297[/import]