Update - 07.07.2017
For every success story, there are thousand failures.
Soo… Here we are in 2017 update. An idea clicked when i heard that this year is the Starcraft anniversary. Also I learned that Google have an easter egg game hidden about Starcraft called Zerg Rush and I knew that this was going to be the name. I am aiming for the first page of google when someone plays the hidden game. So far so good, I like the reviews a lot in fact I am writing this because one very nice review came from this forum, and I thought maybe the forum is still alive? I don’t know.
https://play.google.com/store/apps/details?id=com.MartinSMarinov.ZergRush&hl=bg
#4 Zerg Rush
__*https://www.youtube.com/watch?v=voUet-ePxBs*__
STORY BEFORE 2 YEARS BELOW
Introduction
Ok, hello to everyone. First, this thread was planned to be a noob-friendly guide on how to start making mobile games and what are the hard parts that the new developers are experiencing and show them how to do it. It was supposed to be a big “THANK YOU” for the awesome community, and post every single question that i asked here on the forums, and every single answer that I received, which saved me a lot of head banging and time.
But, here we are again… Me, looking for some answers.
Searching for myself
I studied Marketing for one year in New Bulgarian University, Sofia (Bulgaria). But after the end of the first year I was sure that this was not my thing. I was searching myself and what shall I do. I have two hobbies - football and games. The football thing, I couldn’t get to a professional level, but maybe I could do something with my love with games ? After one month of searching myself, one morning i woke up with the thought that I will make games. I was happy, and was wondering how I didn’t think of that before. I dumped the Marketing thing and signed for Computer Science and the third year of the education, the focus is only on Game Development.
But I wanted to start the adventure as fast as possible. Making games. I knew about Unity, and how awesome it is for cross-platform and small indie games. I started watching tutorials and trying to make some objects to move, some working scripts and basically, just playing with Unity.
Time for the first game
On mobile, I mainly play those simple, but hard games. And they seemed to be fairly easy to make. A friend showed my a game on iOS (I have Android) that was really fun, hard and I thought to myself that it is time to experience the development part and the publishing, also the game only had a iOS version so i thought that it will be a smart start to make a game like that for the Android users. Again huge thank you to those who answered my dumb questions and helped me get to the end, the game was in the Google Play Store and was ready for users to download it.
#1 SHREDD
https://play.google.com/store/apps/details?id=com.MartinMarinov.Shredd
Downloads : 8200
Release date : 23.03.2015
The first date I had 50 downloads with a single post in facebook, to show it to my friends. 40% of the downloads were from my friends in my country, 40% from US and 20% other countries. The best stats for a day, I had 160 downloads . I was really happy that i made a finished game and it was out there. However the glow effect that I got from the asset store worked well on my phone and my girlfriends, but 50% of the phones had issues with it and I got some really bad reviews. I uploaded the game with Unity Ads, but for the first week i got only 3.16$ and a lot of the top free games worked with Admob so I gave it a try. And i was making 0.50$ per day, but hey for a first game that worked on 50% of the devices, I was happy, and I saw the potential.
I made the game when i studied, after the year was over. I thought to my family “Guys, I will not work this summer, I want time to develop games and at the end of the summer, I will start to earn enough money, I want you to be patient.”
They backed me up, and it was on.
#2 Shredd 2
https://play.google.com/store/apps/details?id=m.MartinMarinov.Shredd
Downloads : 175
Release date : 20.07.2015
The first day I had 5 downloads, again I posted on facebook, but my friends seemed to be not very interested in it and i was not getting any downloads.
I was very confused, I made a better version, which is far more playable and had no performance issues.People liked it and the reviews were good. I thought that the first day of downloads are really important and in my next game i will give some money and time for promotion.
It was time to dumb those cubes and the mechanic and go for something really fun.
#3 Frisky Sparrow
https://play.google.com/store/apps/details?id=com.MartinSMarinov.FriskySparrow
Downloads: 92
Release Date : 30.07.15
The first day I put 15$ on ad campaign, I didn’t sleep for 24 hours, advertising on forums and made 56 downloads. I thought that I made it, the other day I even saw it in the top 10 of new trending games in my country and I was very confident that it will succeed. However the downloads says it all.
I thought that the names are the problem
I read some articles from a marketing lady and she explains that the name must be original and creative. So I named the game “Frisky Sparrow”, if you type it in the search bar, this is the only game that is showing. But clearly it didn’t work, so I re-uploaded the game with a different name “Loop Bird Ball”. The top free apps all have words that are likely-searchable (Ball, Jump, Bird, etc.) so I thought that this was my mistake and I re-uploaded the two new games Shredd 2 - Amazing Cubes and Frisky Sparrow - Loop Bird Ball.
The downloads were even worse.
Maybe I will have success on iOS
I saw a lot of comments here on the forums, like “Android is not worth the time,iOS has more revenue, higher downloads etc.”. And I decided to buy an iPhone 250$ and a Developer account 100$ and try to get it to the appstore. After 4 days of figuring how the upload to the Appstore works, I made it. Android was waaay more easy, but hey… maybe it was worth the time ?
The game that I uploaded to the Apple`s Appstore was the best I had - Frisky Sparrow. It was released two days ago, the downloads i have today are 10… Another failure.
https://itunes.apple.com/bg/app/frisky-sparrow/id1030397164?mt=8
Overall Conclusion and Revenue
Income - 38.64$ from 332 clicks
With 34$ only from the first broken game Shredd.
I gave 25$ for developer program for Android, 100$ for Apple, 250$ for iPhone and the money I lost that I could have earned from working this summer. So overall this summer I am ~2000$ behind and I disappointed my family.
The goal was to make 5$ a day at the end of the summer, for it to be successful. With the 5 games on android and 1 on iOS i am barley touching 0.50$ a day.
Sorry for the long post, I was not planning it to be that big. And if you are still reading. Thank you so much ! It will help me a lot if you can show me what i did wrong and where were my mistakes. Shall I continue ???