Too many decisions - what path to take for revenue?

Seems like there are too many options to choose from to make money on my first game. Its a big decision.

  1. Sell it in marketplace and itunes

  2. Adverts such from inneractive etc.

  3. In App store.

now obviously each has its benefit and will suit depending on game.

Now my game aims to have 100 levels lasting 5 mins at least each. So its not small and will take time to progress through various unlocks which could be adapted towards in app very well. Its taken me 6 months to get this far already.

In your opinions what would you do to generate revenue on the type of game I’m describing? What has worked well for you?

Is it hard to get people to buy in app stuff as everyone ive ever asked, which is 20 + say they have never bought a in app purchase.
Kind Regards Stu [import]uid: 118379 topic_id: 26147 reply_id: 326147[/import]

My only app with in-app purchases has a conversion rate of about 1 in 80. Which is great news if you get 1m free downloads, not so great if you get 10,000. [import]uid: 93133 topic_id: 26147 reply_id: 105874[/import]

Nick, I would like to know if you advertised or just put it out there.

I personally had no advertising expenditure. I built a reduced feature free version which had a link to the full version. I got something like 1000 downloads of the free version and 10% of that for the full version.

I was hoping that a full feature free version with purchasable levels would be the way to go for my next game. [import]uid: 8271 topic_id: 26147 reply_id: 105889[/import]

No it wasn’t advertised at all, other than a couple of tweets. It’s a quiz app based on a pretty niche subject but has still got around 12,000 downloads…I made it for fun but ironically it’s made more money than most of my other apps :-/

I am soon releasing another quiz app based on a more mainstream subject, and am trying a full free version with revmob implemented rather than IAP. I’ll let you know how this performs in comparison to IAP.

http://developer.anscamobile.com/forum/2012/05/01/10-ecpm-guaranteed-meet-revmob

[import]uid: 93133 topic_id: 26147 reply_id: 105893[/import]

1 out 80! if it was $1 a purchase that would make $150 from 12000. So as you say you would have to get lots of downloads to do really well. If it were 1 billion downloads it could potentially be 1,250,000. :slight_smile:

Not that i think i’ll get that of coarse. Do in app purchases go straight into your bank account?

How about adverts, has any thing for you on that side of things worked?

Thanks for insight.

stu@beloudest.com [import]uid: 118379 topic_id: 26147 reply_id: 105927[/import]

Whats your game called? [import]uid: 118379 topic_id: 26147 reply_id: 105928[/import]

Hi guys,

Great posts. I am in the same exact position. Finishing my game and trying to decide on the monitization. For the longest time, my plan was to release my app as a paid app (my only question was $0.99 or 1.99). Now I am not so sure. What seems to be clear (at least to me) is that advertising only may not be the way to go unless you have a crazy winner in your hand that people download by the millions giving the low CPM of muost ads networks. Of course I could be 100% wrong since I am new to this.

One ray of hope is Revmob which pays by the number of a free app installs and requires a small popup time to time (see Nick link above). Their eCPM is impressive! I too will implement it for my new app. But it also do not cost me anything extra to also use ads or release two apps, one free (with Revmob and ads ) and one paid. That way people have a choice and either way I get paid for my efforts in developing the app.

And yes, Nick, I will be extremely interested in your experience with Revmob once your app is out.

Mo.
(LairdGames)

[import]uid: 100814 topic_id: 26147 reply_id: 105935[/import]