How much money is made through ad revenue on gamesalad?
Franto
Member Posts: 779
I was reading another thread about $x.XX eCPM and other stuff and was wondering, how much in a day does anybody make from their games? Does anybody make more than $100 a day? Is it constant or sporadic?
I heard flappybird would get $50,000 a day? Does that mean anybody in the top 10 of the free app store make around $1,000 to $10,000 a day then? What ad service is able to provide so much ad revenue?
And among the available ad services on gamesalad, which is the best to use?
I heard flappybird would get $50,000 a day? Does that mean anybody in the top 10 of the free app store make around $1,000 to $10,000 a day then? What ad service is able to provide so much ad revenue?
And among the available ad services on gamesalad, which is the best to use?
Comments
Those type of discussions has been posted too many times before, and people will generally not share their revenue open on the forums since its considered private information.
Would it be better to ask this: Is is possible or common to make $100 a day from ad rev? That wouldn't reveal anybodies exact income, just that its possible or not possible to make over a $100 a day.
And as for the app question, would it be safe to assume that those in the top 10 make something of at least half or a quarter of what the #1 spot makes?
OR is it that because it was such a short and quick game, that FB managed to rake in that high an income while games with longer durations of gameplay make far less, thus the income of spot #1 and #2 and below has a huge gap in income.
Then again, nobody would have that asnwer.
Nobody needs to answer the second part of this post, I just wanted to amuse some thoughts.
For example, you could make your game free to the first 100 people who download it, then you could jump the price to a reasonable but sort of high cost. If the game continues selling at a good speed you could start making days where the price would be cut in half or even 75% off. (This is not a perfect or flawless pattern in any means but that’s part of marketing games, you need to experiment while staying in reasonable boundaries.)
It may also be a good idea to market your game here on gamesalad.com, but make sure that where ever you market your game you add videos or at least pictures. I’m sorry but most people don’t even want to read a few paragraphs telling about the game, instead they would much rather watch a demo. (It is very important that you put the time you need into marketing your game.)
As for your first question about gamesalad developers possibly making $1,000 to $10,000 a day, this is very possible, I beleave, but difficult. Some of the top apps are there just because they were some of the first moderately good games to come out.
I sincerely hope this helped you.
SunrayGaming
P.S. Please do not spam this forum with junk about my spelling, grammar or how stupid you think I am because I honestly don’t want to hear it.
Yeah, I'll definately be making cakewalk out of of whatever I market. Just this December, in order to find a programmer, I made a website to get attention to the game I was talking about{I'm grateful for being an artist, since I can at least create concept art to go along with explanations}: http://grydpher.netne.net
Then after some research, I realized that the game I wanted, would have to be a later project due to the assets needed to make it, so I decided to start low and make simple games until I get to the point where it's financially feasible to create such a game.
The most popular game right now (flappy bird - you may have heard of it!) is installed on around 5 million phones.
It's free.
The guy makes $50k a day from adverts.
I may be doing my maths wrong (and someone correct me if I am - I suck with numbers) but $50k a day could mean that just 1 percent of users click on his ads.
Or less people, clicking them more than once. Or something.
So you could perhaps extrapolate the amount of downloads you need to get to make that 1% add up to some big number.
I don't know or care, but I'm sure that 5million downloads leading to 50k a day could provide some answers for the maths whizzes amongst us!
QS =D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
And to those who wish to respond. Respond to the premise of the question. Dont waste time being negative toward someone elses need. If his question was a waste of your time. Then why waste more of your time writing something negative.
@Franto another good tool for marketing your game especially if you are starting small is by making demos. Still try to market smartly and if people give it a good report then it will boost your confidence in making a full version (Which you might consider putting a price on although this is not necessary as I just head from quantumsheep’s report about “flappy bird”)
Glad to be off assistance
SunrayGaming
@finnbogg Thank you for your thoughts on the subject. I'll be sure to use the search engine more thoroughly next time before posting. I do get vague results sometimes when searching for more specific problems.
@SunrayGaming Ah, good advice. A demo would be able to showcase the main features of a game without having to make a finished product.
Sorry to those that read my post that I'm quite a noob with some things regarding the game industry. I think it's been only a month since I started to really pay attention to it. I didn't even know about things like html5 until then.
Illustrating and comics were how I spent my free time/hobbies. This was the last comic I made, finished around September 29th of last year: http://imgur.com/a/RJskR#0
Haven't drawn a comic since then. I plan to again eventually, but I want to see how well I do with making games. My job is in freelancing and illustrating though, so I still work with things like vector graphics and technical illustrations.
Of course anyone has the right to ask what they want, and they should, but there are several threads about this subject and they all end up saying the same thing basically.
My post was only meant to be informative and I dont see it beeing negative.