Understanding Energy Systems

Avatar von Ed Bidenadamtelfer.com

Energy seems to be hated by designers and players alike, so why does it endure as the hallmark of casual F2P games? The fact is that whilst it’s a crude mechanic, it’s also an efficient one, delivering several functions in one easily implementable feature.

This isn’t a defence of energy systems – I’ll follow up with a post on ways of replacing them – but without something fulfilling these roles then it’s unlikely you’ll make a very good game. I’ll talk about energy and timers fairly interchangeably here as they are both pacing systems that function remarkably similarly.

The four main reasons that mobile designers use energy systems are:

  1. Habituation
  2. Content pacing
  3. Monetization
  4. Strategic choices

1. Habituation
The primary reason that designers use energy systems is to encourage players to play as long and as frequently as they would like. The amount of energy gives an easy way to fix the…

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Creepy got its first in-app sale

my app made its first in-app sale, to remove ads, u choose 3 prices
the player just took the highest, thank you!

Still thinking for this one app to make 1/2 of the game free and the in-app a requirement to play the rest of the levels, instead of having this remove ad /donation approach.

creepy in-app sale first

This game so far unfortunately didn’t took off at all.
I credit it mainly that its very hard to find in the store I might invest time there in future.

Right now I just add more in-apps to all my traffic gaining apps to get more money per user. With positive result so far specially Human Harvest increased its ARPU x4 (now $0.08) Could be just early adapters from the already existing players must not mean new install would achieve the same result. But still I want all my apps to be able to monetise solid.
Else I have to kill em. ( O_O)

Chartboost Advertising my App via CPI

GOAL: Drive installs to Orcs as it is my highest ARPU game right now
So I just use this post as a small update about how my advertising test went.

Terminology:

CPI= Cost per Install
I pay to get a user to play my game and hope to make a profit after that fee.

ARPU= Average revenue per user
How much money your app makes on average per user.
Installs/Total Revenue within same time frame= ARPU

My ARPU’S (iOS)
iOS tends to have 30% higher ARPU with my Apps compared to the android versions.
Orcs ARPU $0.24
Three Points ARPU $0.03

Steps 1:
Testing video ads:

I setup chartboost video ads to drive installs to my game.
Which works NOT with CPI but rather you pay for each completed video view.
It should be ending up cheap than CPI but of course it is not guaranteed to generate an install.

The video ads didn’t create an impression or install at all, regarding to Chartboost I just bet to less to be shown, even with raising it to $0.30 even tough it says the minimum is $0.01.
Also they kept referring that an install right now costs around $2.50 instead telling me why my impression NO CPI campaign doesn’t start rolling.

Also started testing it with $0.50
No installs generated or paid.

Steps: 2
Testing Interstital pop up ads:

I took the remaining $100 and created another campaign an interstitial one this time.
Bidding $0.50 for an install right now. Definitely again way above the minimum price ($0.25). But way below the suggested bid. I just wanna see if I can get a download here and there for that price range.

If that all doesn’t work I might just go big play and pay the $2.50 for an install since I did not find a way to transfer the $100 back to my main balance. And I also wonder how much impact such installs have, how much can bring me a „quality user“, would it effect my ARPU calculation or is it the same.

Steps: 3
After 1.5 days with no result I increased the CPI to $2, the suggest bid is $1.65 to $2.50 here.
Awaiting a result soon..

Fact:
Your app just needs a very solid ARPU to be able to play in the league.

Key factors for having a great ARPU:
+Well selling In-apps (with solid range $1.99 to $10+)
+Re-play value or/and a lot of Content / Player Progression
+Banner ad
+Chartboost ads
+Right niche where advertiser pay more to get installs (popular section)

if you can manage to achieve $1 ARPU your already playing well.
Of course your ARPU is also effected by how popular your game is and the with it coming „meaning“/“importance“/“relevance“ which:

+increases the likely hood to sell an in-app
+increases the play sessions
+increases the value of your shown ads as they start competing to be shown in your app