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Developing & Monetizing A New Mobile Game

So, someone said that if you're not the top 500 developer in the app stores, you're not making it.

He might be trying to be nice.

It's tough out there. And let me relate.

My last post was about a new golf game I published. And I wanted to share its progress and how it achieved $1.3m USD in just 3 weeks.

Of course it never came close to that.

It was a disaster!

The Stats

The game got about 9k downloads in its first 30 days. And a great grand revenue of less than $100 ( didn't bother really checking exact amount ).

Now, this was a really bad performance.

I looked at giving value to users, as compared against my previous golf games.

There were 3, 18-holes golf courses to start with, and I added a 4th about a week later.

And the ads were lesser than my previous games.

I also felt, design wise, the game looked a lot better than my older ones.

Yet, it failed terribly.

2 weeks of work and really nothing to show for it. My previous hits often took just a few hours of work!

Thus, yes, its tough making it out there. The game was in top 10 of some market's new sports games category, and yet, downloads sucked.

My Aim

In the end though, this was an experiment for me. As I had aimed, this was to see if adding value to users was even worth it.

I should have instead broken the courses into 4 different games and would have made more, downloads and money wise.

There you go then.

Make your judgment. Do you go for quality or quantity?

Me, I'll stick with quality for now. I'm still looking at the long run.

More quality and fun stuff coming out.. Stay tuned!

Cheers!
Bill

PS - my next game after the golf game, Battle Dwarves, is looking at heading towards an even worse performance! Arrgh! But, I know, winners are those who stay on the longest... I'll be around!

PPS - I'm using Unity Ads these days... And they're performing really great... Review on them will be up soon.. If there is demand!

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