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

“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

I have two campaigns.

One is worldwide. 

One is for Spain and Mexico only.

Both I have set the max to $.20 cents.

Thank you for information again~

I think we must find someone to marketing (cooperation).

We don’t have too much cash right now. 

I send email to appstorepromotion@apple.com ask recommend our game, hope can success.

So this is how I do it. I start with 5.00 a day and .20 cents an install. If you do that every day at some point you level out on the number of DAU. Basically, the churn is equal to the number of daily users you can get for $5.00. On apps that don’t catch on it happens fairly quickly. Basically, your churn is so high that your DAU levels out in 2 or 3 days of installs. Other apps it is more difficult since the churn is so slow it takes you weeks to level out, but on these apps, you will probably turn a profit.

At that point, i look at revenue.

  1. If the revenue is more than the 5.00 dollars/day then I increase the daily advertisement budget but always under max daily revenue. And I evaluate the app again once the churn catches up with the installs.

  2. If the revenue is not more than the 5.00 dollars/day then I look at ways to increase retention or revenue. Maybe fewer interstitial ads, maybe some sort tournament or one of the many ideas floating around the web. If I can’t make it work then I either give up on the app or I bring down the advertising budget to where I was making the most ROI.

The only variation to this is when the app doubles the revenue of the advertising budget. At that point, I increase the budget of the app even if the churn has not taken over the installs.

This is what I do. With my very limited budget, I don’t have any other options. So far it has worked.

Hello Friends~

This game is release to iOS today:

https://itunes.apple.com/us/app/fire-in-a-world-lbs-gps-rpg/id1097471568?l=zh&ls=1&mt=8

Please try it~