Showing posts with label Chartboost. Show all posts
Showing posts with label Chartboost. Show all posts

Saturday, 18 October 2014

Chartboost Chart - Week 7

Here is this week's Chartboost dashboard.  It has been a busy week, with most of my focus (for this app) being on Tweeting.

The new version was released last week (finally!!) and the inclusion of Global High Scores is good as it gives a few options on targets to aim for.  It has reminded me, yet again, that the Play Store is a lot more responsive, with the new version coming out in a matter of hours, and the App Store, one week later, is still "Waiting for Review".

I realise that this has a bearing on the quality of the apps in the various stores, but, as a publisher of apps, the wait is a little frustrating.

So, a little progress, but nothing worth getting too excited over.  BTW - Does anyone know the difference between "Earned" and "Balance"?



Here are this week's stats from the Stores:

Play Store
Install count (this week): 27 / 56
Ratings: 4.55 / 11

App Store
Install count (as at this week): 291
Reviews: 1

Slowly heading up again, we'll see what the week brings...

The journey continues...

AG

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Saturday, 11 October 2014

Chartboost Chart - Week 6 (hmm...missed week 5 this time!)

Here is this week's Chartboost dashboard.  I have found that while waiting for development to complete, it is hard to maintain a focus on posting!

Finally, the new release is imminent.  Let's see how it goes.  Tidies up a lot of niggling little things and adds some nice (and needed) functionality.

As the app was new, with little marketing (I didn't really want to!), it has started to die down.  Let's hope with this new release it will be a little more engaging.


Here are this week's stats from the Stores:

Play Store
Install count (this week): 25 / 54
Ratings: 4.55 / 11

App Store
Install count (as at this week): 262
Reviews: 1

Stats are down a little this period.  Let's see what the new version can do?

The journey continues...

AG

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Saturday, 27 September 2014

Chartboost Chart - Week 4 (sorry! I missed week 3)

Here is this week's Chartboost dashboard.  Sorry I missed last week...other "real world" stuff got in the road.

Still no new release, for reasons that you'll see in a future post.

We seem to have established a kind of heart beat now.  It isn't awesome, but the trend is kind of steady.


I think I'll also include stats in these posts too.  It will be useful to see what happens over time:

Play Store
Install count (this week): 30 / 51
Ratings: 4.55 / 11

App Store
Install count (as at this week): 241
Reviews: 1

The journey continues...

AG

(don't forget to share with the buttons below if you like this post!)

Saturday, 13 September 2014

Chartboost Chart - Week 2

Here is this week's Chartboost dashboard.  I have to confess, I am still not complete sure how to read it, but I am learning - any tips are always appreciated!

Still no new release, but some interesting movement on the charts.  The spike came after following the 'pig' people.  The trouble is, I know they didn't retweet or favourite for me, so that didn't make a lost of sense.


Interestingly, looking into it a little more, it seems that I got lucky(?) and Chartboost served up some well paying ads.  I don't really understand the trigger for it just yet.

So, stead progress, a little worse that Week 1, and a definitely downward spiral.  That said, we did get one more '5' rating on the Play Store.

The journey continues...

AG

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Saturday, 6 September 2014

Chartboost Chart - 1 week in

OK, as promised, here is the Chartboost chart for this week.  As you can see, not a lot of movement.

So far, this is v1, really just gameplay.  Marketing has been spent on this blog, Twitter and Facebook only, and only a bit of time on both - posting to my feed.


Will be ramping up marketing once High Scores and Achievements are enabled, with a greater push once the Shop is online.

The journey continues!

AG

Friday, 5 September 2014

In Game Advertising - Yes or No?

Before I go into detail about those two stores, Play Store and App Store, there is an important question that really needs to be asked.

Do we have in-App advertising?

In today's very consumer driven world, there is little value that is applied to innovation or investment when it comes to the mass driven app gaming market.  People have an expectation of high quality and low (free!) cost to them.  No longer do people think they should be paying for applications, everything should be free!  Well..shouldn't it?

A truly successful app can be given away for free, and the developers will still make plenty of money via a variety of mechanisms, including:
  • in-App product placement advertising for other products
  • in-App purchases to help progress in the game
  • Website traffic advertising
  • Sponsorship
  • etc.
But let's face it, unless your name is Mojang or SuperCell or one of the big boys, the opportunity for revenue from these mechanisms isn't great.  If you don't have traffic, you won't make money.  If you charge for your app, there is a strong probability that you won't get much traffic.  The trouble is that you have just spent either lots of your own time or lots of your own money in order to get the app to market.

Somehow, this has to make good Commercial sense.  If it doesn't, it is an investment in time or money as a labour of love for the marketplace.  This is noble, but unless you have some money hidden somewhere, at some point this is not sustainable.

Enter in-App advertising.  This was a concept that didn't even exist only a few short years ago.  By simply showing ads to hundreds if not thousands of pair of eyes it has all of a sudden channeled an entirely new opportunity for income.

This means you can release an App for FREE and still MAKE MONEY!  Wow.  This is a model that could make everyone happy!  Awesome!

It seems like a real win-win, the best of both worlds.  The consumer literally gets something for nothing and the developer can still make it viable for them to create these free apps.

...and this mostly works well.

Unfortunately, there are still some people who will whinge and complain about seeing an ad.  They see it as invasive and "Why should I have to see ads?" and "I expect to get stuff for free".  This kind of selfish attitude really is a disappointing but very real part of the world we currently live in.

Because of these selfish people, if you choose to run ads, expect to get some 1 star ratings.  It is simply a fact of life unfortunately.

For Save My Bacon, we have decided to run a simple ad that is to appear briefly at the end of the game.  It is certainly a struggle to generate much cash in these early days, but there are some semi-promising signs.

We have decided to go with Chartboost.  It has simple integration, seems to pay OK and has a nice dashboard.  I'll be posting pics of progress, for a while at least, every week as we progress along this marketing journey.


And to start that off, here is my dashboard after 7 days.  The only marketing so far has been some simply Tweeting which I'll talk about soon.

It will improve, because it must!

Please leave me a comment on whether you agree with in-App advertising and your reasons?

Also, what advertising network do you use?

The journey continues...

AG