Abstract
This post is intended to be inspiring for beginner developers who wonder whether they can achieve success with their games, despite not having any promotion budgets, nor contacts in the gaming media, nor any other kind of helpful resource, except for their own skills, abilities, and vision.
Game
- “Turboprop Flight Simulator 3D”;
- Android game (iOS and PC versions planned for later in the future);
- Free with only optional ads (no mandatory ads, and no purchases);
- Ads provided via UnityAds, AdMob, and Chartboost (AdMob was added last but it’s now the most important of the three);
- Released on April 19th 2017 on Google Play Store;
- Created in a total of about 14 months (not continuous time) by solo developer;
- Updated for an additional 7 months after release (so far);
- Made with no budget and no external assets (except an old version of NGUI);
- No promotion (almost, see “Brief history” below);
- 2.8 million downloads (so far);
- 4.6 stars rating on Google Play Store;
- More than 10,000 dollars generated (So far. Edit: note that the game isn’t optimized for maximum revenue; for example: if it would have mandatory ads after every mission, then the revenue would almost quadruple).
Developer
- “AXgamesoft”, but actually just “Alex”;
- Solo developer;
- Fits almost every extreme geek stereotype (introvert, isolated, reclusive, unsociable);
- Perfectionist, but lazy;
- Almost no social media presence: never active on the personal Facebook page, no Twitter, Instagram and Pinterest accounts but never used them at all, no Snapchat, not anything else…;
- No money when started making the game;
- Supported development with freelancing projects.
Brief history
I started working at my game in 2015, in an on-and-off fashion, in the down-time between the freelancing projects that I took to earn my living. The project suffered from scope-creep and feature-creep, to the point that I had to cut a lot of it just to be able to launch it. The released game was a severely downgraded version of what I initially intended to make, and it wasn’t in a finalized state at the release time (and it’s still not finished today either).
After I released the open beta, I tried contacting “influencers”, mainly online publications and YouTube game reviewers, but I had no success.
After production release, I tried to promote the game with Facebook ads. So, I tried an ad campaign for 5 Euros which ran for 2 days, and although it reached almost 3000 people and did cause a noticeable “bump” in the number of downloads, it didn’t lead to a sustained increase in numbers, and as soon as the campaign expired, so did that “bump”. Overall it wasn’t worth it at all, but it was just 5 Euros that I lost and not 500. After that, I gave up on the promotion attempts.
In the first month after production release, the game didn’t received much attention, and its install rates were rather pathetic, but were actually growing slowly and exponentially. On average, in the first week it would get like 12 downloads a day, then the next week 30 / day, then 90 / day, then 500 / day, so eventually it reached a sustained average of about 12,000 / day (with a one-time maximum of 30,459 / day).
The “SECRET” for success
The saying “If you build it they will come” is actually true, with one very important condition: if the thing that you build is good enough to compel the people who stumble upon it to tell others about it. The secret to release a successful product or service is to take advantage of the people’s innate impulse to share information about the things that they consider amazing. Particularized to game development, this means that you have to release games which have HIGH PRODUCTION VALUES, or that are addictive, or both. Since the “addictive” factor is an illusive hit-and-miss thing, it’s wiser to focus on high quality instead of trying to create the next “Tetris”, or the next “Flappy Bird”.
What I did right (and you should do too)
- Made a high quality game (for a mobile game within its category);
- Made a game that looks good in screenshots;
- Released it after a reasonable amount of development time;
- Made a proper store listing page on the Google Play Store (including a little ASO);
- Updated it many times after release (and I still am);
- Tried to keep the in-game “annoyances” to a minimum (kept ads to optional only, and improved the controls many times in the updates);
- Always kept in mind that the success of my game depends on impressing the users sufficiently so that they feel compelled to tell others about it, effectively doing the promotion for me;
- Aimed for as high a rating on the Google Play Store as possible. This is more important than you might think, because I noticed that when my game reached a rating of 4.6, its download rate increased immediately (the very next day) with about 25-30% more than what it was when the rating was “just” 4.5.
What I did wrong (and you should avoid)
- Scope-creep and feature-creep;
- Tried to promote a free game with ads. Although, if you have a paid game, then it might be worth it or even necessary to promote it with ads.
What I didn’t do (but you should if you know how)
- Alpha and beta-testing with users that you know, trust, and who can explain in great details the bugs and the ways to reproduce them;
- Translate the game in other languages than English (but make sure to have English);
- Successfully contact “influencers”;
- Create and maintain a community before and after release (unless you are as unsociable as I am, in which case just forget about it).
What you shouldn’t do
- Don’t make a low quality game;
- Don’t make a game which doesn’t look good in screenshots;
- Don’t show ads before the very first level / mission, nor in the midst of a level / mission (this is guaranteed to generate rage-quitters);
- Don’t make a game that relies on multiplayer unless you know for sure that many people will like it enough to sustain the online mode;
- Don’t release a simplistic game and expect it to become a success, because you might get demoralized by its (predictable) failure;
- Don’t wait until your game is perfect and fully completed, because you will never get there and you’ll spend years and decades tweaking it. Release the game as soon as it’s good enough, and don’t worry if it’s unfinished, because everyone expects more to come in the updates.
What to expect if your game becomes successful
- Users pestering you with questions about when the update is coming;
- Users pestering you to implement their ideas in the game;
- A few users who actually like your game blackmailing you with 1 star ratings unless you deal with their pet-peeves;
- A few users asking you to release a paid version or to add in-app purchases;
- Various individuals and companies contacting you to propose partnership (refuse unless it’s Google or some other major name);
- Various unknown companies contacting you with requests to add their “shady” plugins in your game (refuse always, especially if they promise amazing rewards);
- If you haven’t implemented AdMob, you can expect a representative from Google to contact you and convince you to use AdMob (which I did eventually);
- If you’re a lazy person, discover that you become even lazier once you have a comfortable passive income, and that your plans for future updates and games take longer and longer to complete. So lazy in fact, that you begin procrastinating by writing posts about how to release a successful game, instead of finalizing your game’s update which is long overdue.
[Update]
A few words about ASO (App Store Optimization)
After this post, a few users have pointed that there are games which have high production values, yet haven’t achieved success, and an example of such a game has been shown to me. That game, although being of high quality, seems to suffer from insufficent exposure on the play store. So this section contains some tips about how to make your game more visible on the stores:
- Give the game a good name. On Google Play Store (and most likley also on the App Store and Steam) the name is very important because the keywords extracted from it are the basis of the search and discovery process. Use a name that includes references to your game’s type or category. Note: you might have to sacrifice the name’s simplicity in favor of having the right keywords in it;
- Create a good icon for your game. The icon is the first (and possibly the last thing) that a potential user will see, so it’s worth investing some time and effort to make it right. The icon must be attractive, yet simple enough so that it’s easy for the brain to make sense of it, even if it’s exposed to the icon’s image for just a fraction of a second (as is the case when browsing through the myriad of games on the store). Don’t make overcomplicated icons, because they mght be impossible to be deciphered and analysed by a “busy brain” and will instead be interpreted as “noise” and ignored. Also, pay attention to the color pallette that you’re using in the icon (and in the game in general): some color combinations are harmonious, while other combinations are just atrocious;
- Write a good description. On Google Play Store, the game’s description is the second most important source of keywords (after the game’s name). Make sure to have a high ratio of useful keywords relative to the total number of words in the description. By “useful keywords” I’m referring to the ones that are relevant for your game’s type. Example: if you’re making a platformer, then the keywords you might want to have are “run”, “jump”, “platform”, “platformer”, “adventure”, “quest”, “treasure”, “coins”, “gold”, “monsters”, etc… Although repeating some of those keywords in the description’s text is a good idea, the common wisdom for ASO is to not repeat any of them for more than 4 or 5 times, because the search engines might add penalties for over-repetition of the same keywords;
- And, of course, add plenty of good looking screenshots and a trailer.