My new game : Empire Wars: Global Domination with corona sdk

This is my game build with Corona sdk Enterprise version:

《Fire in a World : War on Earth Maps》 is a Mobile game where you interact in a real world moving map whereby you can create castles, at the same time carrying your mobile device to the territory of other players, invading their castles, snatching their property and calling yourself King!

This a 2D DoTA game, the player must pay attention to the kinds of infantry that the enemy releases and at the same time keep an eye on the amount of energy depleted, in order to dispatch the most effective combination of infantry type. The above coupled with killer moves will ensure the the enemy castle and territory be taken down in no time!

There are currently roles which possess 70 kinds of characteristics and skills of your choice. All of the above coupled with an ultra realistic physics engine which imitates a realistic battlefield will ensure that you have the most unforgettable moments and collisions with enemy forces during major standoffs.

The major categories of character skills attributes and types of characters are as follows: human shield, devouring, acceleration, long range weaponry, explosion, homing missiles, Castle invading weapons, enhancement of attack, self explosion, descending, duplication, blood sucking, summoning, spell control, replenishing of health, defeating of enemies, assisting, shapeshifting, assassins, etc.

With the exception of high level infantry who must take in the fragments of enemy troops in order to increase HP. All other types of infantry can proceed to the game’s store to purchase enhancements. Purchases can be made for unlimited upgrades, at the same time upgrade the HP, energy and defense weaponry for the castles. The levels for the above mechanisms are limitless.

The most exciting part must be the “conquer them all” section, the player must create a real castle on Google maps, at the same time defending real players from within the given territory they built the castles in. Players can also stealthily move his/her mobile device to the territory of another enemy’s castle and then initiating attack, in order to acquire character fragments and gain tokens. However players can also collect continuous tax money from defending a castle, players need only station the strongest troops and allocate the best artillery for active defense within the castle. (Players must have GPS activated in their phones in order to take part in this form of battle mode.)

official site

http://fireinaworld.sayhong.net

Facebook Fans club

https://www.facebook.com/FireInAWorld/

https://www.youtube.com/watch?v=C9TWQRtn5yo

Android:

https://play.google.com/store/apps/details?id=net.sayhong.FireInAWorld

iOS: not yet 

Congratulations!

Rob

Nice looking game… hope you have the marketing budget to make it work!

In-app Products

£0.89 - £234.99 per item

 

£234.99 - are you for real? lol

Dear Rob, Thank you.

Dear Sphere Game Studios:

Do you know which marketing method is best in your experience?(Admob? Appnext? UnityAds? Facebook?)

I don’t have too much budget, and think about it right now…

Here is a scary (but realistic) summary “25% of installed apps are never used, and 26% of installed apps are abandoned after the first use. The average app loses 77% of its daily active users (DAUs) within the first three days after the install, and 90% within the first 30 days”. So the cost to retain the 10% of players that you stand a chance of monetising gets real expensive!

I can’t tell you which network is better as I haven’t used them.  Luckily, my game gets installs organically.

If I was you I would go with Facebook and explicitly target a small set of demographics with a small budget, if this proves successful then slowly expand your reach and budget.  

Expect to spend at least $4 per install on Facebook (generally considered the cheapest CPI) and considerably more on other ad networks that are more targeted.  But an ad shown in a game similar to yours will be a lot more valuable than an ad shown on Facebook.

I always hear horror stories about marketing. So I’ll show you my experience with pictures. I use Facebook and Apple Search ads to advertise and Admob and Applovin to monetize. I use Tenjin to track everything (great service and great people).

The first picture is how much I spent on Facebook:

Notice I got 646 installs at $.25 cents each. 

The second picture is from Tenjin:

In this time period, I spent about $1800 dollars in advertising according to Tenjin (this includes both Apple and Facebook). At the same time, I brought in just in advertising a little over $2600 dollars. About a 44% return on investment just in the advertisement. Also, notice that last column: that column shows you how much did it cost me for one 14 days retained user. At around .25 cents a user, it cost me about $1.63 to get one user that sits around playing my game for 14 days.

My apps are fairly crappy. I am not a great coder and a terrible artist. This particular app started as a template for $15 dollars from a forum member (I don’t see him around much). 

I think your app is awesome. It deserves at least a try.

Thank you for sharing the numbers! Most don’t and its quite difficult to ascertain how much people may spend/make in the real world. Sure if you have a hit, it’s great, but its nice to see a middle of the road.

Appreciate it.

graham07 when I started it was so hard to get real numbers. I try to share as much as I can. 

And here are the retention numbers:

I lose tons of players all the time, but not as bad as what people claim. I suspect a few games lose a lot of players very fast and those games bring down the averages for everyone. The numbers above are weekly retention numbers from Facebook analytics for most of the year. (same app as my first post). Again it takes almost 2 weeks for me to lose 75% of the users, but by then I have made up what it cost me to get them. And then the churn really slows down. To get that 26% down to under 10% it takes about an additional 10 weeks. 

Thank you Sphere Game Studios and agramonte.

Hello agramonte:

Can you show your app?(both ios/android?)

There are few download after my game put on PlayStore(4 days).

I buy facebook ads( $2 USD / per install ) but no anyone download(just click ads).

And Did you install facebook sdk in your app?

Thank you Sphere Game Studios and agramonte.

Hello agramonte:

Can you show your app?(both ios/android?)

There are few download after my game put on PlayStore(4 days).

I buy facebook ads( $2 USD / per install ) but no anyone download(just click ads).

And Did you install facebook sdk in your app?

Sure. The android version will be the iOS version either this weekend or next weekend. As you might know, it is super easy to upload to Play as oppose to Amazon or Apple. So I use the Android version to get versions out there as soon as possible until it is stable.

Android:

https://play.google.com/store/apps/details?id=com.cabagomez.cuadros

iOS:

https://itunes.apple.com/us/app/cuadros-free/id1063743554

Amazon:

https://www.amazon.com/Cabagomez-com-cuadros-free/dp/B01JZM7G82/ref=sr_1_1

I like your game, easy to play and not difficult.

So~ Is this game earn  $2600?

Gross revenue yes. Same game as the data above.

I found the best FB ads rules after testing. Don’t use video to promote. Just use only single image. Now it’s $.2 per install. But I can’t change it to CPA right now.

Now it become $2 per install again…

You should be able to set the max per action right under the price per click. I set up mine at .15.

if i set, the ads will not shows anymore, always zero shows.

i find another way to get downloads , $0.09/per downloads, very fast.

not machine make it, true user download.

“real users” do not install games for $0.09 and they certainly do not play for $0.09 or watch ads or make purchases.  

if you just want to get your download numbers higher then OK but otherwise you are simply wasting your money.

another point is if Google thinks you are buying installs (for example you suddenly get 95% of your installs from Vietnam) then you run the risk of having your game and maybe your developer account banned.

yeah~ you’re right.

I think the best way is buy ads in some game forums website.

Dear agramonte:

Can I know which country you buy facebook ads?

Thank you