300,000 Bubble Ball downloads in just over a week!

@mike950 Who’s to say the game would have been as successful as it was if it had ads from day 1? Adding them later is a sure fire way to lose customer goodwill.

I agree much more with the plan of offering new premium levels as IAPs (when they become available).

Though the levels should really be premium and include possibly new game mechanics that expand on previous levels. Maybe new materials (rubber for instance). The game already comes with enough levels, so if it’s just more of the same is gonna be difficult to get people to bite.

All in all, congratulations to Robert on this monumental achievement on his first game. And finding a way to monetize your 2 million users is certainly a nice “problem” to have. [import]uid: 10835 topic_id: 4903 reply_id: 16912[/import]

Hey everyone, thanks for the kind words! As for ads, I personally don’t like games with ads, so I’m not going to put ads in even if I could. :slight_smile: I am just having fun right now, worrying about money comes later… [import]uid: 8782 topic_id: 4903 reply_id: 16914[/import]

Man that’s a great outlook to have! Capitalists might not like it though lol
But here’s another perspective on ads that might be good to ad to the debate. Get it “ad” to the debate…
But anyway you can look at them as a way for companies to get their product introduced to the public. Which can be a good thing. And remember they’re paying to do this so chances are it’s going to be something hopefully interesting. So maybe after hearing that perspective on ads they won’t seem that bad? [import]uid: 8561 topic_id: 4903 reply_id: 16917[/import]

> Capitalists might not like it though lol

Not necessarily true Mike, because a game with ads *might* never have seen these download numbers in the first place, hence not have made money – who of us can know for sure? Nay is relying on his instinct, he says he doesn’t like ads so he doesn’t want to throw them in just to make money, and this is a great spirit which may lead to much more success – yes, even commercial success! – in the long run, because he’s getting customer goodwill, and customers will be much more likely to suggest his game to friends and help spread the word.

> But anyway you can look at them as a way for companies to get their product introduced to the public.

Other companies marketing their products is not Nay’s problem right now. He cares about making a good game for customers, it seems, and that should be his only challenge.

Nay says he’s going to add premium levels perhaps, and it seems he’s on a great track here. [import]uid: 10284 topic_id: 4903 reply_id: 17013[/import]

No I was trying to explain that ads don’t have to be a bad thing from the consumer’s point of view…for some reason Nay doesn’t like ads in the game but maybe he didn’t think of the positive aspects of them which I was trying to point out in general. A well placed ad shouldn’t interfere with the game play. If many people who play games don’t like ads there must be a reason right? [import]uid: 8561 topic_id: 4903 reply_id: 17051[/import]

I’m not sure if this has been mentioned, but I think Ansca should buy some ad space, maybe a loading screen, in your game. This is WAY better advertising than most of what Ansca is currently paying big money for!

Besides, this has already generated thousands of $$ in free advertising for Corona!

Honestly, Bubble Ball is the hit game they have been waiting for… [import]uid: 10248 topic_id: 4903 reply_id: 17068[/import]