How do I optimize ads? (17 000 impressions in one day)

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Post » Wed Dec 10, 2014 10:34 pm

@szymek I have about 400 downloads in 2 days wich is pretty good because I haven't promoted my app anywhere except dropped a line about it on this forum.

But still I feel the revenue is too low. I have over 25 000 impressions now and the total revenue is about 2$
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Post » Thu Dec 11, 2014 9:32 am

Hi I just wanted to ask If anyone using Leadbolt.

I just started out and my revenues seems really low maybe it is because of people barely started to download my game with Leadbolts inside.

Also another thing which ad format is best fullscreen or banner. I took out banner because it was slowing down my games during gameplay so I only use full screen between layouts. I only wonder if the impressions during gameplay (not clicking) gives you good revenues also. Should I consider integrating banners during game play, does it worth it??
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Post » Thu Dec 11, 2014 9:56 am

@Anonnymitet

for 25.000 ads impressions you should get a least 35$ in case of banners
and at least 70$ in case of interstitials

but when and where exactly your ads are shown?

@Ludei

Thanks for information
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Post » Thu Dec 11, 2014 1:37 pm

@szymek Ok, I'm not anywhere near that kind of revenue and my ads are shown during the game over screen exactly like flappy bird for example and interstitials are shown every 10 times you die.

I have another cocoonjs game with the same type of ads and that one has generated 10xtimes the revenue on only 1 500 impressions.
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Post » Thu Dec 11, 2014 3:12 pm

Anonnymitet wrote:@szymek Ok, I'm not anywhere near that kind of revenue and my ads are shown during the game over screen exactly like flappy bird for example and interstitials are shown every 10 times you die.

I have another cocoonjs game with the same type of ads and that one has generated 10xtimes the revenue on only 1 500 impressions.


i use the same process but show an ad after 5 events (reload etc). I have no idea why C2 games generate such low income for such a high amount of impressions. I have approx 10 C2 games on the markets and all of them are way down regarding the Admob impressions to revenue when compared to 'real' java code apps.

Here is the last 7 days for some of my apps. Again, the highlighted yellow section is C2. I think this really shows the amount of revenue that is being left on the table.

Capture.PNG
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Post » Thu Dec 11, 2014 6:40 pm

@JLH1964 What wrapper are you using for your C2 apps? XDK or Cocoonjs? And are they on Android or iOS?
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Post » Thu Dec 11, 2014 9:34 pm

JLH1964 wrote:
Anonnymitet wrote:
Here is the last 7 days for some of my apps. Again, the highlighted yellow section is C2. I think this really shows the amount of revenue that is being left on the table.

Capture.PNG


That seems to suck. Why should C2 apps be any different? BTW I have a similar story (I only have C2 apps though).
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Post » Thu Dec 11, 2014 10:47 pm

Anonnymitet wrote:@JLH1964 What wrapper are you using for your C2 apps? XDK or Cocoonjs? And are they on Android or iOS?


I'm using XDK and all apps are on Android - Google Play. it has to be more than a coincidence. Another trait i noticed is that the Android apps get steady revenue through the day whereas the C2 app hits a few cents and then sits there all day. its as a C2 app gets the first flush of revenue and then nothing for the rest of the day.
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Post » Thu Dec 11, 2014 10:56 pm

And the other apps you haved with better revenue. Are those also only on Android?
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Post » Fri Dec 12, 2014 1:08 am

Maybe we should ask expert :))

if it is no Ludei issue, then maybe it is about MoPub? @alicerp

but @JLH1964 said that he uses XDK... and XDK has direct connection with AdMob...

uhm...

so maybe it is question to @Ashley ?
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