It’s been a while since a posted sth. here!
My first full time indie developed mobile game “Raccoon Rumble” went live on the App Store and on Google Play some weeks ago and it’s doing … well not as good as I hoped.
So what went wrong?
I guess if you are developing casual games for a wide audience you have to do a lot of marketing to get visible next to all the successful casual games out there like Cut the Rope, Angry Birds etc.
That means in this case you have to buy downloads via ingame ads.
So why didn’t I buy downloads then?
The problem is, that your free to play game has to squeeze plenty of money out of its players to be able to justify the cost of a bought download.
You buy 1000 downloads for $1000 through an ad network on ONE day in ONE country because this has the best effect on your ranks.
Those downloads push you up the rankings and your game will get more downloads, because your game got more visible.
So let’s say the 1000 downloads you paid for cause 4000 downloads in the end, because of your better rank.
You would still have to make more than $0.25 per free download with your In App Purchases and ads to win some money.
Unfortunately Raccoon Rumble is not even close to making more than $0.25 per free download.
That means I have to stick with App Store Optimization (ASO) and cheap marketing to get at least to a few hundred downloads a day and Android and or iOS.
But in the end I am still starting out and I am enjoying all the things I am able to learn with my little mobile games.
Wish me luck for my next game(s)! ;)
More about Raccoon Rumble: http://raccoonrumble.vidiludi.com
App Store link:
Google Play link: