8 elements to a successful game android 4.2 - App Developer ...
8 elements to a successful game android 4.2 - App Developer ...
8 elements to a successful game android 4.2 - App Developer ...
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DEV | INTERVIEW<br />
with the in-app structure.<br />
From our experience, if a<br />
cus<strong>to</strong>mer expects <strong>to</strong> receive<br />
an app for free and then is<br />
required <strong>to</strong> pay for content<br />
from within the app, then<br />
many feel like they have been<br />
conned.<br />
We used the in-app function<br />
for our first few apps so<br />
that the cus<strong>to</strong>mer could get<br />
a feel for the <strong>game</strong> before<br />
they had <strong>to</strong> fork out any<br />
money. We thought this<br />
would be a bonus for our<br />
cus<strong>to</strong>mers, but in the end it<br />
was more hassle than it’s<br />
worth. Our two most recent<br />
paid apps were released for a<br />
set price and these have<br />
brought in around 90% of<br />
our <strong>to</strong>tal revenue for the year<br />
alone.<br />
Which mobile ad networks<br />
do you prefer?<br />
We haven’t had much<br />
success with monetizing<br />
from adverts however that<br />
may be less <strong>to</strong> do with the<br />
networks themselves and<br />
more <strong>to</strong> do with our apps. So<br />
far we have tried both<br />
Inneractive and InMobi and<br />
although we’re not really the<br />
right people <strong>to</strong> talk about<br />
which one is better in<br />
regards <strong>to</strong> monetization we<br />
can say that they both have<br />
great cus<strong>to</strong>mer support from<br />
our experience with the few<br />
times we needed any help. If<br />
we try adverts again we are<br />
going <strong>to</strong> test RevMob.<br />
Share some general<br />
revenue numbers on a<br />
monthly or yearly basis.<br />
Our revenue for the first<br />
eight months made us question<br />
whether we would ever be<br />
able <strong>to</strong> make a living in app<br />
development. Although our<br />
first six apps taking an average<br />
of one week development<br />
time; we had hoped for far<br />
more income than we had<br />
actually received.<br />
Despite the popularity of<br />
Blox, it only seemed <strong>to</strong> do well<br />
during the temporary free sale<br />
periods so we were unsure<br />
whether the big adventure<br />
<strong>game</strong> ( Forever Lost ) which<br />
we had been working on for<br />
six months would fall <strong>to</strong> the<br />
same fate. To our fortune,<br />
Forever Lost was an instant<br />
hit, with five star reviews pouring<br />
in from every country giving<br />
us a promising opening<br />
week. We hit just under the<br />
$5000 mark in the first week<br />
of sales and despite dropping<br />
slightly, it has been pretty constant<br />
since.<br />
What is your development<br />
process (from idea <strong>to</strong><br />
release)?<br />
We have a simple system<br />
implemented. We work on one<br />
large app, which at the<br />
moment is the episodic adventure<br />
<strong>game</strong> Forever Lost, and<br />
during this process we take<br />
temporary breaks <strong>to</strong> work on<br />
smaller projects which take<br />
around one week <strong>to</strong> create.<br />
Ideas come <strong>to</strong> you at the<br />
strangest of times and it is<br />
important, especially with the<br />
increasing number of apps<br />
available now, <strong>to</strong> be as innovative<br />
and creative as possible. It<br />
is not simply a case of sitting<br />
down and thinking of an app<br />
idea. During the development<br />
16 | <strong>App</strong> <strong>Developer</strong> Magazine Imagine • Develop • Launch