Subliminal | First week sales of Oh My Fat Guy
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First week sales of Oh My Fat Guy

21 Jul First week sales of Oh My Fat Guy

App creation is like playing the lottery.

So we didn’t do a ton of coverage for Oh My Fat Guy during its development and I’m sorry about that. There were some issues with implementing highscores along with Ads and In App Purchase’s that took up more time than I wanted. But now it’s out! If you haven’t yet you can go get Oh My Fat Guy on your Apple or Android Device or play our web version. Below we detail what we found from our first week sales data for OMFG.

Oh My Fat Guy

Oh My Fat Guy

I wanted to write this post for those interested in the sales side of creating a game and illuminate what you may expect from your first weeks sales if you’re a small time developer releasing their first game. The mobile game creation business, from what I hear, is like a lottery. It’s like a lottery in that you are going up against a million other apps and game’s on the mobile stores and you can easily get lost in the sea but if you’re very lucky (or have very deep pockets) you may have a huge hit. Below we detail our app store sales for our first week. We released July 14th 2014 for the Apple App Store and July 15th for the Google Play store. It is a common trend that your first day sales will be your best when looking at your first week and die out from there. That is unless you have a marketing budget or have somehow gone viral, which we have neither. Our first week is rather a sobering experience since it shows how much goes into user acquisition when releasing a game. Below are the charts that show how many players install the game per day. As you can see it spikes the first day and then has a slope downwards, this is true between both platforms. Apple Installs over a WeekAndroid Installs over a Week These numbers are not surprising since the only “advertising” we have done is contact some press, youtube Let’s Players, and tell our friends and family about Oh My Fat Guy. It’s a very simple game mind you so it may take some time for momentum to start picking up. But what does this first week translate into real money? Oh My Fat Guy has two methods to generate revenue. The first being ads served from AppLovin and RevMob, and the second being In App Purchases (IAP) that allow you to customize your character with prices ranging from 0.99$ USD to 9.99$ USD. Any purchase of an IAP get’s rid of the in-game ads. Let’s first cover In App Purchases since it’s expected that the userbase is less likely to purchase items.

Apple IAP

Apple IAP

Android IAP

Android IAP

While the numbers aren’t big with IAP they are way bigger than Ad revenue which requires thousands of active users generating hundred of thousands to millions of ad impressions to make a decent amount. When it does work though you can make quite a bit of money like Flappy Bird. What you have to look at while choosing an Ad Network to monetize your app is the eCPM (effective Cost Per thousand Impressions) vs actual Revenue. With both of our ad networks they have below decent eCPM during our peak impressions but the problem is that you must have users playing your game to gain that money. Here’s our numbers from the two networks. 

AppLovin

AppLovin

RevMob Ads

RevMob Ads

As you can see so far we’ve made about 0.82$ USD from Ads. You NEED users for this method to work. That’s why free games work off of volume of users and the need of user retention. Does this mean that Oh My Fat Guy was a failure? No I don’t think so. I believe that it means there needs to be a push towards advertising the game to acquire more users. We’re also applying updates to the game that address issues with in-game mechanics to make our existing userbase happy and so the new userbase will more likely stay with the game.   I hope this post helps those who are developers or those who want to get into app development to create realistic expectations on your first app. Good luck with your game dev dreams 😀

Ryan
Ryan Leonski
ryan@subliminalgaming.com
7 Comments
  • thebrown48
    Posted at 11:58h, 22 July Reply

    Good insight here. I have a mobile game coming out in the coming months and we will most likely be in the same boat as you guys. We have no marketing money and this is our first indie game. I’m guessing we will make no money, but hopefully, like you guys are doing, we will be able to start building a fan base.

    • Ryan "Subliminalman" Leonski
      Posted at 00:02h, 24 July Reply

      Are you going to be doing a free game or a premium game? It’s been an interesting experience for us since all the talks that I’ve seen assume you already have money to get users if you’re going to do free on mobile.

      • thebrown48
        Posted at 09:29h, 24 July Reply

        It’s free with ads. We are thinking of charging a buck if players want to get rid of ads… Still not 100% sure on that one though. I can shoot you a link to the game if youre interested in checking it out at any point. Have you had any success getting online sites to review your game yet?

        • Ryan
          Ryan
          Posted at 09:46h, 24 July Reply

          Sure I’d like to check it out! We had one Android centric site check us out but it was for a compilation of new games. We also had a few Let’s Players check out the game. We’re going to do a round two of major press release when we roll out our next update.

  • Ryan
    Ryan
    Posted at 22:45h, 24 July Reply

    Ya I suspect that it’s due to the different audience’s. Though I try to be un-intrusive, once the first interstitial goes up then it doesn’t show up again except for banner ads that don’t interrupt gameplay. Honestly after Sky Pets I don’t think I want to do free to play again.

    • Greg
      Posted at 10:57h, 25 July Reply

      Yeah, I suppose selling it for $0.99 or something would be fine as long as it had some good press and word of mouth. Some more research into how worked and failed wouldn’t hurt, I suppose. The free + optional donation thing worked for Spaceteam from what I heard. Mobile gaming is such a weird thing. It’s like selling games to people who don’t want to play them.

  • thebrown48
    Posted at 06:23h, 25 July Reply

    I can’t figure out if people dislike ads more than they would dislike paying for access to additional levels… There really is no option that doesn’t piss the player off.

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