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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

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