Welcome to inneractive

The app is called TowerTopplr Light:

http://itunes.apple.com/us/app/towertopplr-light/id499536205?mt=8

I just looked at the stats again now, and even though the clicks have climbed to 30 (*chuckle*) the revenue has only barely moved to $0.22. So like 8 clicks generated 1 cent of revenue?

eCPM is down to $0.11 on 2040 impressions.

I understand and agree that it’s not even been 24 hours and it’s too early to draw conclusions, but perhaps understandably I’m in nail-biting mode! On one hand I’m baffled & delighted that people in 41 countries have already downloaded my app, but I’m also a bit taken aback by the extremely low eCPM.

Please note the game is entirely a 1 person effort, and I’m more of a programmer then an artist! :slight_smile:

Thanks for the quick reply Orly. Maybe it’s just the time of day, or a bad day, but maybe I also did something wrong and I guess that’s why I’m posting to compare with others.

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Well it’s been a couple more days, and it looks like I won’t be quitting my day job! :wink:

I said I’d be back to update everyone on the statistics, and that’s what I’m here to do. This game of mine looks like it’s going to be a big flop, which is OK as it is my very first game ever and had near zero investment outside of Corona & App Store fees. I did this first one mostly to test the waters and learn a few things, but with 20/20 hind-sight I’m guessing both the game and the GFX weren’t all that appealing.

Despite the apps poor showing though, I still think the ad-supported idea is coming up short with Inneractive. Even if I had a much much more popular & professional game, I can’t imagine that would change much about the kinds of advertisements shown, the number of clicks those ads generate per impression, and the lacking revenue generated by those clicks.

Here are the stats for roughly 4 days worth of data:

Requests: 9456
Impressions: 9151
Fill Rate: 96.775%
Clicks: 131
CTR: 1.42%
eCPM: $0.15
Revenue: $1.35

It’s pretty clear that the ads are failing to interest people, and that the revenue per click is barely over 1 penny, which seems pretty low. Reading about $2-$3 eCPMs quite frankly makes me chuckle; that would be $18-$27 revenue in my (probably worst) case, instead of $1.35. Even that would still a far cry from actually getting paid a dime, but certainly would be motivating enough to try a more professionally done game.

Thanks everyone, I hope this info will help some people decide on their revenue model!

Cheers!
Eric Akbar

Edit: I do want to say that Corona SDK is working beautifully though! I’ve not had a single reported technical/support issue on over 1000 installations. A few people even seem to be enjoying the game playing 30 minutes or more…very few though. :frowning:
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@Eric,

Unless you are going to have a huge number of daily active users (DAU) you won’t make money off the ad revenue. Figure you need a minimum of 500,000 DAU. Some (read very few ) games are doing this.

The best way to make money is to be a Freemium title. No ads, full game play, but with lots of ways to encourage the player to make in-app purchases. Even a modestly successful Freemium app will do well enough to recoup your costs.

I was going to re-release our app as a free title with ads, but given that the #1 issue with the Inneractive ads (hangs 50% of the time for fullscreen ads) has not been addressed, nor even responded to, it makes it difficult to choose Inneractive as a ad based solution.

Based on your data, even if the fullscreen hang is fixed, ad revenue is not a viable choice for most apps.

@Ansca/@Orly,

Any idea when the fullscreen ad hang will be fixed? It’s been a month since we reported it.

@Orly,
Any word on removing those Adult ads? All it takes is ONE adult ad to a blogger or vocal person and you can literally have your app removed or see a large decrease in sales.

This wouldn’t be an issue with iAd, but since we are relying on Inneractive to filter those we either don’t use ads, or need Inneractive to do a better job filtering the ads.

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@Ken,

I absolutely agree with you. It’s not that I didn’t realize it was unlikely to make any significant revenue off ads, especially off a game I didn’t expect to be a smash hit, but that it was this bad is still a bit shocking.

I kinda expected to at least hit the mark where I get paid anything at all, but to say that this now seems “unlikely” would be a vast understatement. :slight_smile:

I also agree with you also on the model you suggest Ken, it seems to be the only viable model for indies at least.

Flop or not, I’m still delighted by the fact that I’m at over 1k downloads in more then 50 countries. I’m just not quitting my day job anytime soon! :slight_smile:

Thanks for your advice Ken!
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Can somebody from Inneractive explain me why i have several clicks in my report, and the revenue is still $ 0.00?

My ads are running for 10 hours now, and i already have 6 clicks without revenue.

Plus some other combinations like 2 clicks , revenue $ 0.01.

So sometimes even when you get a click, you won’t even get paid for it!

Maybe InnerActive is not that great lol.

I have 3700 Impressions, 63 clicks, a CTR of 1.701% and the total is a whopping $ 0.77.

With that rate i might get my $200 when im ready to retire in 20 years :slight_smile:
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Yeah I had the same issue, not all clicks generate revenue it seems.

You can see that clicks in the US tend to pay more then in some other countries such as China, but I got a much better CTR there too. Either those ads were more appealing to the user base there, or Chinese people click more on ads! :slight_smile:

I remember the first couple of clicks I ever got were paying $0.04 a click. Now I’m barely above a penny.

I think that these ads promoting other apps, which seem to be most of the ads I am getting the past few days, simply aren’t paying as much ( maybe nothing at times) then the obviously more brand-name ads.

I hear ya on retirement before reaching $200! :slight_smile:
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Hi thinking of using the inneractive API using native webview to roll my own ads due to lack of control on the corona library.

Has anyone done this before I go and reinvent the wheel?

what I want to do is

  • Keep the ad upright in relation to the orientation of the device (cant see how to do this in the corona API)
  • display the ad when I want to see it rather than seconds after its requested
  • have a skip button visible onscreen
  • be able to preview in simulator exactly as it would appear on device.

Cheers [import]uid: 74338 topic_id: 19981 reply_id: 87896[/import]

@open768,

You might want to look at my solution:

http://www.homebrewsoftware.com/Download/CoronaSDK/HomebrewInneractive_v1_10.zip [import]uid: 16734 topic_id: 19981 reply_id: 87914[/import]

Neat :slight_smile: good start though I actually want to show the real ad in the simulator too. And have better control over the Ad size - Using the server API inner-active provide

M2M_Server-to-Server_Protocol_Definition_V_1_5_3

This document describes the protocol for partners to connect to the inneractive system, retrieving optimized ads for mobile devices.

I’ll post back here when I have something in a day or so :slight_smile: [import]uid: 74338 topic_id: 19981 reply_id: 87939[/import]

@open768,

So you are bypassing the Corona ads system entirely? Interesting approach.

One big benefit is you can make the ad a corona display image and then size it properly. Despite what Orly has said about the Ad Industry standard, a lot of the ads that come through do not conform and if you have set aside a specific portion of your display for ads and then get something over sized it looks really bad.

I look forward to seeing what you are able to put together. [import]uid: 16734 topic_id: 19981 reply_id: 87944[/import]

Sounds neat, I’m looking forward to seeing this as well.

Still though, unless you’re pretty certain that you have a title on your hands that will be downloaded 100’s of thousands of times, I don’t see the ad-supported model being viable. I am up to over 27k impressions, with only 369 clicks, revenue of under $5, and a eCPM of $0.17.

In comparison, I also launched a premium version of my app a couple of weeks later (wish I had done that first!) and have sold over 100 copies at $0.99.

Regardless of how unimpressive that is overall, it’s still 14x the revenue of the ad-supported version, and perhaps I would have sold many more copies if I had not offered a free version first.

They are essentially the same, just without adds and other minor perks. I launched the paid version mostly as an after-thought to give people the option to run without ads, and surprisingly it worked out far better then I had expected.

So in hind-sight, for the next release I will try this approach:

  • launch a $0.99 premium version first and let it ride for a few weeks
  • then launch a free version with ads
  • both versions will have in-app purchase content (also disabling ads for anyone who has made a purchase)
    Most of all though, you have to find ways to stay on the radar, especially after that first month. I think that is the most difficult part for independent developers, even when you have a very good game/app. With the flood of new apps hitting the app-stores every single day, it’s incredibly hard to diffentiate yourself and remain visible.

You really have to form some alliances with other developers to cross-advertise each-others games, do the circuit on the web sites dedicated to reviewing & featuring games, etc.

Eric
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@Erik,

Thanks for sharing your own thoughts.

I appreciate that. :slight_smile:

Cheers,
Rodrigo. [import]uid: 89165 topic_id: 19981 reply_id: 88088[/import]

Nearly there, except the SDK is giving me a house Ad - anyone had any luck with the inneractive m2m api?
[lua]local sUrl =
http://m2m1.inner-active.com/simpleM2M/clientRequestAd”…
“?v=Sm2m-1.5.3”…
“&aid=”…self.applicationID…
“&po=559”…
“&w=”…screen_width…
“&h=”…screen_height

local sResponse = http.request(sUrl)[/lua]

I suspect that if I get a house ad I should use the client ID in the response to get a real ad. The response I get at the moment is.

[text]


Live and Work in the USA!
http://m2m1.inner-active.com/simpleM2M/ClientUpdateStatus?
cn=blah&oi=1&v=Sm2m-1_5_3&ci=5655329324
&s=723571558&ed=2-5-4-1&cip=94-192-106-22&po=559&re=4&lt=0
http://cdn1.inner-active.mobi/mnt/InnerActive/Resources/USAGC/320
x53_eng_pic.gif


[/text]

interestingly my router web interception tells me that the ads that the API is getting uses a different API
[text]
wv.inner-active.mobi/simpleM2M/clientRequestWVBannerOnly?
aid=blah&po=559&v=2.0.1-Android-.0.4&hid=352961041649523&
t=1329868577591&w=600&h=1024&cid=4964279714
[/text] [import]uid: 74338 topic_id: 19981 reply_id: 88507[/import]

Anyone had payment from inneractive yet? 68 days from the end of December passed sometime last week, but I’ve not had anything yet? [import]uid: 36590 topic_id: 19981 reply_id: 92507[/import]

Hey cbartlett,

The payment is issued 68 days after the end of the month for which you have passed $200 in revenues.
Developers who earned $200 in the month of December received their payment on the 8th of March.

Feel free to ping me with more questions. [import]uid: 109623 topic_id: 19981 reply_id: 92531[/import]

Hi Orly,
Thanks for getting back to me.
I passed $200 in December, and had an email confirming this, my payment (paypal) details are also up to date and have been for some time, who should I contact for payment?

[import]uid: 36590 topic_id: 19981 reply_id: 92536[/import]

Just received payment! not sure if that was a coincidence or you made it happen, either way I’m very grateful. Many thanks. [import]uid: 36590 topic_id: 19981 reply_id: 92540[/import]

hhhh I am just about to write to you that the payment was transferred on the 8th of March and send you the transaction certification.
In any case, you are welcome and I am happy that all is sorted out. [import]uid: 109623 topic_id: 19981 reply_id: 92541[/import]

Full Screen ad Landscapeleft skip FAIL

Orly or someone with a solution:

After searching through the forums I still haven’t found a solution for the Interactive Full screen “landscapeleft” Skip problem.

A full screen ad appears on my app everytime a user loads the apps main menu. My app uses only Landscapeleft orientation because I utilize the accelerometer during game play and I don’t want the screen orientation to change while playing.

My last build using 767 didn’t solve the issue where the ad appears in Landscapeleft orientation and the user has to change orientation to one other than Landscapeleft to be able to touch the word skip to leave the ad screen and get back to the app. Obviously this causes an aggrevation to the user.

Please advise as to what the solution is. [import]uid: 101897 topic_id: 19981 reply_id: 94789[/import]

Have you filed a bug report?

This also happens with the back button after clicking on ads too.

Create a simple test case where it fails and submit a bug report. The more samples Ansca has, the better their chance to track it down. It’s a challenging program. I bundled up my app and had someone else try it. Their skip never fails yet it always fails on my iPhone 4.

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