1 Million Downloads (tips and info about games that have reached 1m downloads)

  • Starting this topic to have an open (and transparent) discussion about games that have reached 1 million downloads. I've posted something similar in the past, but thought this is a good way to encourage and motivate the Construct community to keep at it and to never give up. Ask me any questions. Other developers/designers, feel free to chime in! :)

    Q: How much did you make per month with 1 million downloads?

    A: I was making about $2k per month on just banner ads alone. This decreased over time and have recently picked back up due to feature updates and using video rewards as well as interstitial ads.

    Q: How much revenue to date?

    A: Currently with 1.5+ million downloads, I have made over $70k in ad revenue.

    Q: How did you accomplish that many downloads?

    A: Honestly, it had to do a lot with luck. I didn't do any marketing except post the link to the game in several indie game forums and looked to the community here for support. A fellow developer I knew said that for indie developers it may take launching 10 games for one to be semi-successful. I just happen get lucky and hit that on my second game.

    Q: For people who are starting out, any beginner tips?

    A: Don't try to create games that take a lot of time to build. I recommend starting out creating simple casual mobile games. You can get an idea of this by looking at the games created by Ketchapp or Voodoo. If art is not your strong suit, you can create simple graphics with geometric shapes like Thomas Is Not Alone or Snake VS Block. Try creating a game within 1 or 2 months. Don't spend a year or two creating your first game.

    Q: What's the hardest part about developing/designing games?

    A: At the start, you're going to have a lot of passion and energy, but midway through, it's going to feel like a chore and another interesting game idea (distraction) will pop up. During this time, it's important to push through and finish the game. Even if the game "fails", that's okay. You'll learn a lot by fully launching a game. The biggest mistake you can make is not launching.

    Q: What's important to learn early on?

    A: Learn how to build for multiple screen sizes and preview your game in different screen ratios. Learn how to use functions to streamline the code so you don't fall into the habit of copy and pasting multiple lines of code only to change a few lines for different objects. Think about optimizing your art by not creating bloated or large assets. For objects of the same variety and have similar behaviors, plan ahead and create families and apply behaviors and instance variables to those instead. Get in the habit of grouping various lines of code to stay organized (e.g. groups like Player Movement, Enemy Attack, Player Death, etc...).

    Hoping this is helpful. Feel free to ask away and check out my games on my website at: https://lumicreative.com

  • Great thread Lumi. I've got a couple of questions for ya:

    Did you release on iOS and Android concurrently?

    Do you mind sharing what was the % split between both platforms?

    Finally, did you consider offering an IAP to remove ads? And if so, what made you choose not to pursue that (I'm only assuming you didn't because you only mention ad revenue in this thread)?

    Cheers

  • Great thread!

    I had to laugh about your answer on 'What's the hardest part about developing/designing games?'. That's 100% me. As soon as I develop a game to about 60%, I loose interest.

    Hang in there and push through, everyone!

  • LukeW I launched on Android for almost a year before introducing ads. I launched on iOS about a year and half after I think.

    iOS made about $800 of the $70k.

    I did offer IAP to remove ads, but I barely made anything from it. Maybe $1 or $2 a month and sometimes nothing. I actually made more from donations and had $1, $2, $5, and $10. Someone people surprisingly donate $10. I removed this in favor or ad removal for $1, but more recently removed that as well.

  • CreativeMind Thanks! Totally. I feel everyone struggles with not finishing.

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  • Hi

    Thanks for posting this, I played football dash its simple and fun to play.

    I wanted to know some things too...

    1. Are rewarded videos earning better than banner ads?
    2. Did you used any 3rd party addons/plugins?
    3. I played Kunkong too, is it made in C3?

    Edit : Also do you use native ads plugin and admob or something else?

  • Did you try selling non exlusive licences to game portals? I'm wondering if that is still profitable.

    Also, do you do the art yourself or comissioned?

  • Shubi Banner ads have been making double compared to rewarded videos mainly due to how often people see and click the banner ads. If I look at the last 30 days, Reward makes $0.30 a click while banner ads make $0.09. Rewards make more per click, but not in the long run.

    I haven't really used any 3rd party addons and plugins. Recently, I've been playing around with Mobile Master Ads by Chadori. Trying to see how to get mediation going through that.

    Kunkong is made in C3. In fact, all my games on https://lumicreative.com are made in C3.

    I use primarily native ads plugin. Nothing new or additional. I'm slowly moving over to Mobile Master Ads. This is in place for my I'm a Birdie game.

  • Xavier I have not. Not an area I'm familiar with.

    All the art is done by me. Thanks for your questions!

  • Thanks for this thread. I think this is one of the most important threads in this forum already. Very inspiring.

    I noticed that your other games have very few downloads. Why do you don't do a cross promotion to drive traffic from your Football Dash game to your other games? Do you thing it wouldn't work?

  • Renfd Glad you appreciate the thread!

    I have cross promoted, but with little success. Currently on Football Dash, I have the Zombie Bash game cross promoted there. It may have helped a little, but not much.

  • Congrats! Your games look really well polished. It is weird that one of your games is 1M+ and the other one is 5+ installs.

    Have you considered promoting your new games in Football Dash?

  • Congrats! Your games look really well polished. It is weird that one of your games is 1M+ and the other one is 5+ installs.

    Have you considered promoting your new games in Football Dash?

    PunyGames Thanks! I put a lot of love into Football Dash and made a lot of updates over the years. My other games were done even quicker since I have less time to work on games these days. A few of them were launched more recent as well.

    I tried promoting Zombie Bash inside Football Dash, and it may have helped a little, but not a whole lot of traction. I might try it again, but maybe in a different way.

  • > Congrats! Your games look really well polished. It is weird that one of your games is 1M+ and the other one is 5+ installs.

    >

    > Have you considered promoting your new games in Football Dash?

    PunyGames Thanks! I put a lot of love into Football Dash and made a lot of updates over the years. My other games were done even quicker since I have less time to work on games these days. A few of them were launched more recent as well.

    I tried promoting Zombie Bash inside Football Dash, and it may have helped a little, but not a whole lot of traction. I might try it again, but maybe in a different way.

    Thanks for the answer. So you have no plans to go full time just yet? :-)

    And would you even want to or it would take the fun out of it? There is a huge difference when you make a game as a side project and when you know that it needs to be sustainable. Your games would definitely find an audience though, they are really nice!

  • Good job! Did you use c2runtime, c3runtime or Construct 2?

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