Jump to content


Photo

Ads?


  • Please log in to reply
6 replies to this topic

#1 kloust

kloust

    GMC Member

  • GMC Member
  • 41 posts
  • Version:Unknown

Posted 01 July 2012 - 07:11 AM

I'd like to see what you guys think of this ...

The app that I've been developing is a fairly good one imo, and I was wondering how I should distribute it.

Should I
> sell it for $1.50, to a limited audience?
> put a 5-second, non-skippable ad at the end of the process, but make it a free app?

I feel that if I make it a free app, at least 20 times as many people would download it, but I'm not sure how well tacking adverts to an app will do.
Players will, on average (I'm assuming) restart the game at least 5 times. If I make the advertisement at the end different every time, is there any sort of profit I can make? Which method, do you think, would I be better off using?

I just have no idea what to do about this o.o

Edited by kloust, 01 July 2012 - 07:18 AM.

  • 0

#2 ObsidianNovels

ObsidianNovels

    GMC Member

  • GMC Member
  • 353 posts
  • Version:GM:HTML5

Posted 01 July 2012 - 07:39 AM

Do both; a free version with ads, and one that costs, but free of ads.
  • 2

#3 fenyxofshadows

fenyxofshadows

    coobie

  • GMC Member
  • 443 posts
  • Version:GM:Studio

Posted 01 July 2012 - 07:48 AM

Most companies have a trial version with less levels that has ads sprinkled throughout, and a paid version with no ads and full content. This way, people get to try out your game, and even if they don't like it enough to buy, you still earn a little off of them. ;)
  • 0

#4 Jack Indie Box

Jack Indie Box

    GMC Member

  • GMC Member
  • 1460 posts
  • Version:GM:Studio

Posted 01 July 2012 - 08:13 AM

i think the "sprinkled throughout" is much better for ad revenue than just 1
  • 0

#5 Manuel777

Manuel777

    InvaderGames

  • GMC Member
  • 2852 posts
  • Version:GM:Studio

Posted 02 July 2012 - 09:06 PM

I am implementing the demo method, with no ads for the moment due to GM:S not supporting them.. just the intro of the game to show the gameplay and attract posible buyers for the full version.

If GM:S implements ads anytime soon, idk if I will use them since it requires a LOT of downloads to ake it profit, depends on how the demo method goes. ;)
  • 0

#6 Jack Indie Box

Jack Indie Box

    GMC Member

  • GMC Member
  • 1460 posts
  • Version:GM:Studio

Posted 02 July 2012 - 09:47 PM

well if you implement the ads and distribute the game on many places. and then go on to make a 2nd or 3rd game you will hopefully see larger downloads coming in(as long as you link the apps and let people know and such). and that all adds up

and the unlikely thing of it going viral, generally happens rather quickly and you wouldnt want to miss out on all that ad revenue when you realise you have alode of sudden downloads?
  • 0

#7 ZingZingZap

ZingZingZap

    GMC Member

  • GMC Member
  • 88 posts
  • Version:GM:Studio

Posted 03 July 2012 - 09:32 PM

I've got a few pieces of software out, I've tried selling but didn't work so well.
The two things I do that generate some income are:
A splash screen on closing that directs to a website with ads on.
A donate button, in return anyone who donates gets an extra download with extra features.

Zzz
  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users