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Discussion in 'Unity Ads' started by nyxxstudios, May 4, 2015.
hey i have uploaded a game on playstore but having 1000+ download but only earns 2 usd just 2 usd
I just made and published my first game. I have integrated unity's rewarded video ads. But now i'm wondering if i should use unity ads or not. Here's the link if you want to check out.
Here's some of my stats if anybody is interested, this is for one app for the past month:
This is for the past 3 months, the reason 1 month has half of the number of impressions is due to an update I did 2 weeks ago that gives the players more things to do and therefore more ad events.
So revenue can be fairly random depending on who's watching the ads and which ads are being displayed.
Yeah, that is sooooooo true.
You can make a game. Give it all your time. Spend months to make it perfect but that's the worst part.
Even after a long description, use of keywords, following guidelines and best practices,
It's just so hard to make it on the top five to get your game noticed.
I did found this article useful when i was confused between using Unity Ads or AdMob:
AdMob VS. UnityAds
You can try my game HERE
If you like please SHARE it with your friends and RATE IT on play store.
I created the game in the middle of June and now I have about 1000-1300 ad impressions per day. Earlier earnings amounted to 1-1.5$ day, now at 0.40-0.60$. Income fell asleep after I included the IAP in my game. Why is that?
P.S. I apologize for the errors, because I do not know English well.
Here is my game: https://play.google.com/store/apps/details?id=com.shikunovsstudio.gettothegeneral
So what exactly counts as an impression? If I enable banners and it's enabled and displayed the whole time my user is playing, does that only count for one "impression"? Or is it time-based?
Unpaid earnings $54.33 for 7 days. Captcha Clicker on Google Play!
Can anyone say, how much I can earn with rewarded videos,20k daily users and 4 completed videos from each?
I created a game not long ago. Now i have 55 impressions. Can u please check my game ? P.s im a new. https://play.google.com/store/apps/details?id=com.litespirit.sharpyflow
hello i'm new with you,
I created a game not long ago. Now i have 45 impressions. Can you please check my game ?
Are you kidding. I read that for every 1000 impressions you get from $1 to $5. Why is it so little in your case. Or are you just trying to advertise your app
You can get, not you get. It's not automatic; it's an average rate. See my previous post and read the article I linked to in it.
ECPMs are dramatically affected by region.
USA for us is $10 per 1000 impression, but our average ECPM for our game globally is $3. India generates as many impressions as the USA but India's ECMP is 55 cents. \o/
For Ads to work, you need volume of users, and a volume of users in high ECPM countries (known as tier one countries). It's not even worth considering until you have volume in my opinion. And unless you can make a game where some people actually want to spend money, it's likely you won't have a game where people will want to watch ads.
This is very true and it makes me regret choosing free-to-play-with-ads as a business model. I make mobile games and I've noticed that Apple seems to have stopped featuring games that use ads. I will be moving to a paid model in the future because ads seem to be unsustainable for small games.
Ads can work, but you need some inherent popularity or viral mechanisms in your game. Or strike it rich with a feature, which can happen for free games but apple generally feature new, novel interesting and generally very well presented games above others.
If you’re going paid I’d still suggest being free and designing IAP from the start. One off paid games are not something I’d try on mobile..
It's still very costly to gain users for a paid app. I tried that for a year, and I found that it cost about $30 to acquire a user for my $5 game. I've been doing free to play for a month and I have 10 times as many users as I had in a year of paid app, with each user costing about $0.05 or so. My ecpm is about $2 which is paying a tenth of that or maybe less, but my 'no ads' IAP is getting about $0.03 per user. If I had some attractive IAP's my game might be profitable. I will have to work on that.
My game was simple and casual and can be 'finished' in about an hour (all achievements earned). I've calculated the revenue per user per hour is about $0.25. At least in Tier 1 territories. If I made it paid at $2.99, I would actually earn more with only 10% of the users, plus remove a user-hostile barrier. This is why I was considering a paid model.
My next game is quite different and has an IAP friendly structure. I really don't want to sell 'bag-o-gems' so I'm looking at models like Alto's Adventure and Fortnite. Basically, power-ups and cosmetics. Things that have direct value to the player.
No matter what happens I'm not going with ads again. Even with a viral game I would make more with IAP anyways so it will be either that or a paid linear experience, like Gone Home or Braid or Limbo.
i know this is not the place to ask but i really need to know that is force watching user to watch a rewarded add for example after playing some levels is against the rules,policy or something?
I don't know, sorry.
If you do something like that you might get hammered in your ratings. Try to avoid something that is noticeably out of the ordinary in this regard. I learned this the hard way.
It's not against any rules. This is what I do in my game and it's fine. I run an unskippable video ad every 3 minutes right after the player finishes a level (my levels are really short). The downside is a 30 second ad can often make the player leave the game because they don't want to wait.
I have eCPM of 50$ of one day :O and from that my revenue is 0.15$ only
.85$ to 1.2$