First month report on Android revenue

A month has passed since Frutiblop was published on the Android Market (more info on the game -in Spanish-). The game is a Frozen Bobbles clone and it’s more of an experiment to see all the process of publishing a game for Android than anything else.

Below I’ll give the stats for the revenue for the first month and for the number of installs.

The game is free and using AdMob to show in-game ads.  In this whole month I’ve earned $14.77 and learned a few things. For example, app updates act as a kind of boost to increase the number of total installations and revenue, but it wears off quickly. Although I feel it’s kind of cheap to do updates just to get this boost (ha, I’ve already done one this way just to prove I was right on the boost effect).

Number of Android installs

Look at the spikes of the two graphics. The game was released on August 2 and after that, the updates were on:

  1. August 3
  2. August 6
  3. August 15
  4. August 25
The first two updates were too close between them and from the release date and I think that’s why they doesn’t appear to have any impact. But the last two created an increase in installations and revenue.

Android revenue

 The number of installations began slowly to decline after each update but the revenue takes a big plunge after the update date. One thing I’ve noticed is that the spike after the second update didn’t plummeted the same way after the first spike. I don’t know whether this is just an anomaly or the next updates will behave the same way as the last one.

One thing I want to play with in the future is to add Google Analytics to track the player behavior in terms of how much does it uses the game, the amount of time spent on it and the maximum level reached.

 

In case you are wondering about the game, here is a screenshot and download link:

 

Categorías: Opinión

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