![]() If anything, success may be a multi-step proposition of finding the games that work, and then doing what Blek did, spending your initial revenue on marketing the game further.Įssentially, this is a tall mountain to climb: you have to acquire users in a market where acquiring users is a challenge, and doing so without the money to spend at market rates is an even more slippery slope.Ĭrossy Road may be a success, but it got very lucky to get so many downloads in the first place. ![]() ![]() Getting players to return is part of successful monetization. Yet I do think it's possible to hedge your bets if you make multiple games, and can find smart ways to expand on the games and cross-promote to increase long-term retention and to attract additional users. Why did the chicken download Crossy Road? If you're an indie studio with limited marketing resources, you're hoping for an Apple and/or Google feature, and then some form of virality in order to get the users you need.Īny game that does this is something of an anomaly. Getting those millions of downloads remains difficult, however. I think it still requires a lot of luck to get a lot of users without a significant marketing budget, but if you can get them, then smart monetization can pull in a lot of money. The game has racked up over 20 million downloads, has made over a million dollars in incentivized video ads on iOS alone, and is in the top 100 grossing in the US, despite the most expensive IAP being a one-time $3.99 coin doubler and character unlock. It's becoming a Flappy Bird, albeit a Flappy Bird that made money. The app world is a-buzz about the success of Hipster Whale's Crossy Road.
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