Successful IPhone and Android games made with C2 (UPDATE)

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Post » Sat Sep 10, 2016 6:21 am

Must mention that more than a half of this downloads is from Russia and Ukraine (here profit from iap and ads much lower). Less than 5% of downloads - is from USA. And this is very sad, I can't find or understand how to effectively let people know about my game in country like US... It looks like all channels of ads is closed and opens only if you have huge amount of bucks...
Maybe someone can give me a link on a good tutorial how to advert game? Thanks!
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Post » Mon Sep 12, 2016 6:47 am

PixelPower wrote:
Triforce wrote:Impressive, how is it with earnings from adsense ect when your app has over 100,000 downloads? Should be a monthly income?


From reading the thread when he had 10,000-50,000 downloads his profit was $100-$150 per month. Right now he has 160,000 downloads so his profit should be triple that a month or maybe more.


~30,000 downloads and only $150 a month? That's a horrible ad revenue
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Post » Mon Sep 12, 2016 9:15 am

Which ad systems have you had success with @Triforce?
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Post » Mon Sep 12, 2016 10:12 am

Triforce wrote:
~30,000 downloads and only $150 a month? That's a horrible ad revenue


It depends on the game. AD revenue doesn't fit every game. 30.000 downloads with maybe 1$ per CPM would still only be just $30 if all those players saw an AD on average 5 times. Sounds about right.

ADs is a terrible monetization choice unless your game has a long life. Fit's well on games that has a long life time, like candycrush, angrybirds etc, where you expect people play daily, for a long time. If you're making a game that you can finish in an hour / couple of hours, then never play again, AD's is the lousiest way to earn money. It doesn't matter if your game has 1 Million downloads you will never earn a lot if the player only sees a couple of ads during the whole playthrough, then uninstall.

I think many devs think Free with Ads fits every game, and they can get a lot of downloads and earn a lot of money, but it all depends on the game. You have to design your game around the monetization model to have them coming back and play over and over, otherwize Ad's is useless.

Or let's turn it around.... Let's say you earn $1 per CPM, that means ONE player has to see 1000 ads in order for you to earn $1 from that player. If your game is fun enough and the player sees on average maybe 10 ads every time he plays. He has to play your game 100 times, for you to earn one lousy dollar from this player.

I think the reason many games don't earn a lot is because the choose the wrong way to earn money for their games. Ad's can be very lucrative if you're game is a hit, and your game is designed for people to play daily. But if not, choose different monitization models. IAP's or just simply sell your game for 99cent would earn you way more than AD's if your game is short, and you don't expect your player to play your game during a long period.
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Post » Mon Sep 12, 2016 11:06 am

@Triforce and
@tunepunk your 100% right on the mark!! His game actually is doing very well with ADs. The reason is because the type of game he made is not just a pickup and play but goals oriented game with many missions. That keeps users coming back for more, including myself.

You need to give players a reason they should come back to the game. Thats why instead of jumping in to make a game you have to think about what can your game feature to keep users coming back. Also means you have to learn the toughest parts of Construct2 which is the various save features. If you game has stuff like in game shop to upgrade your hero , missions screen with various missions, or in game achivements so people can unlock various achievements without internet connects. Basically you need to give the player alternate goals to complete in the game, that gets players hooked to keep playing and unlocking stuff within the game.

For example right now I been working on a game and added a missions section. In this section you have various missions to complete in the game to unlock the checkmarks. Stuff like how many enemies you defeated, total powerups collected in game, highscore etc. This will keep the players coming back because players always have the need to unlock everything in the game.

I know programming all types of various save features can be mind numbing. I found it tedious to do the missions screen but its a very important feature to keep players hooked. In the past I was lazy about it but I realized all these things add up to a great product.
Check out my awesome Android Game releases https://play.google.com/store/apps/deve ... ames&hl=en
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Post » Mon Sep 12, 2016 6:33 pm

@PixelPower @tunepunk @triforce
I have had a different experience with ads, they work great as a real revenue source, in fact, I have made much more with ads than with in app purchases or paid apps (I have tried them both extensively). I have gone almost totally to an ad only revenue model and it works great!
These are the best and highest earning in my experience:
https://www.scirra.com/tutorials/4896/s ... arning-ads
Last edited by STARTECHSTUDIOS on Mon Sep 12, 2016 10:52 pm, edited 1 time in total.
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Post » Mon Sep 12, 2016 7:17 pm

STARTECHSTUDIOS wrote:@PixelPower @tunepunk @triforce
I have had a different experience with ads, they work great as a real revenue source, in face, I have made much more with ads than with in app purchases or paid apps (I have tried them both extensively). I have gone almost totally to an ad only revenue model and it works great!!
These are the best and highest earning in my experience:
https://www.scirra.com/tutorials/4896/s ... arning-ads


Ok stop it you wrote your ecpm is $13-14 dollars. Here is proof it can't be

http://forums.makingmoneywithandroid.co ... e-120.html

Iam assuming you work for appodeal because its impossible your making a ton of money when most developers have seen thier profits cut in half, not to mention a memory leak in the SDK of Appodeal. Iam not going back and forth with you next time I will contact Mods. This thread is to showcase great games and talk about how we can make them. Not trick people.
Check out my awesome Android Game releases https://play.google.com/store/apps/deve ... ames&hl=en
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Post » Mon Sep 12, 2016 10:07 pm

@PixelPower

I'm not tricking anybody. My current eCPM as of today is exactly $12.13.
You should be careful when teaching others, if what you write is speculation, you can lead others to dead ends. I am telling facts from my own experience. I do not work for appodeal. I have tried admob, mopub, and many others, they're just my favorite because I have actually had success with them. That is all. I'm not speculating, I'm just telling my experience. Hope you find success with your methods as well. I want to see tons of successful apps with C2, a rising tide lifts all ships as they say. :))
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Post » Mon Sep 12, 2016 11:02 pm

@STARTECHSTUDIOS This thread is about successful games. high eCPM doesn't make a game successful. If a game has 50 installs even $100 eCPM will never make it sucessful. Just because someone offers a higher eCPM you're still not gonna get rich if no-one plays the game.
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Post » Wed Sep 21, 2016 10:39 am

Nobody will be getting rich from a game with 50 installs :P

But we are currently seeing about $8 cpm in total, some days as high as $18 cpm but it really does depend on a lot of factors. The guy who made Artillerists has such a low cpm because of where his traffic is coming from, but I still think you can make more money with rewarded video ads, no?
We make Facebook games!

Please contact us if you want to work with us to release your game on Facebook - our team have generated millions of installs for our own C2 and Flash games, and we can do revenue-share deals with YOU, too!

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