Rocket Shockwave

Arcade Space Survival Game for Android

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August 28, 2019 Passed $10 revenue milestone

Announced with a smile but hey, 'baby steps', have to take every positive no matter how small.

This is simply the advertising revenue from our light touch addition of ads in our game. We've not been that aggressive in subjecting players to ads and don't have the download numbers and regular players to really achieve significant earnings yet.

We feel our new game Rocket Dodgem, a more casual quick play game,might have a better chance of racking up Ad revenue through repeat play.

13 Comments

  1. 2

    Congrats! That must feel good. How many users per day is it taking to react that milestone?

    1. 2

      We've seen downloads in the 100's and ads watched around 2.5K. iOS definitely gives the most $ back for ads watched as suspected.

      Early days 😉

      1. 1

        That's awesome...really cool to see

  2. 2

    Just curious, but have you tried AdMob rewarded ads? In return for users viewing an ad you can give them a boost in the game or something. More often than not they'll take the choice so it's pretty good revenue wise.

    1. 2

      We've got Unity 'Rewarded Ads' in the game that sounds similar to what you described from Admob. We not being very imaginative with it at the moment so definitely some room for improvement.

      Thanks for responding, appreciate the feedback.

  3. 1

    The game looks interesting, congrats on your success!!

  4. 1

    That's awesome! Keep up the good work! Mobile can be a really tough market so that's a huge accomplishment :D

    I'll echo what Mykal said - Adding an in app-purchase that removes ads if you don't have one already could be an additional source of revenue. I like giving to developers who make a game I enjoy. Especially if they are being reasonable about the ads in the first place.

    1. 2

      Thanks for the positive comments...much appreciated!!!

      I agree, in-app purchase to remove ads has to be I a next release. I hadn't though about it as a way of supporting a good gesture to an app developer you respect. Nice!

  5. 1

    Congrats @iangriggs - I love this post...makes a change from all the "I just reached $xK a month" posts. Made me log in for the first time in a while to give you Kudos. Well done, keep it going.

    1. 2

      It was definitely a tad 'tongue in cheek' but still meant a lot to my co-founder and I nevertheless. The fact that the post inspired you to login and send some kudos is fantastic and your positive comments mean a lot...thanks.

  6. 1

    This comment was deleted 7 years ago

  7. 2

    This comment was deleted 3 years ago

    1. 1

      Totally agree, an in-app purchase to remove ads is most definitely next on our Todo list. We were going to hold off for that feature before release but then decided to simply get the app out there and tweak based on feedback.

      Thanks for the feedback..much appreciated.

    2. 1

      This comment was deleted 3 years ago

      1. 1

        Brilliant, so good to hear. We've learnt a fair bit from the first game and have high hopes for Rocket Dodgem.

        Just great to hear feedback like that..means a lot!!!

May 16, 2019 Realise that marketing is hard...

Tried Facebook Ads, website and social posting with minimal success.

7 Comments

  1. 1

    Maybe try posting on this thread for help - https://www.indiehackers.com/post/8362dae2e3

    1. 1

      I'll do that. Thanks @rosiesherry

  2. 1

    Thanks for the reply @AKWest.

    It's early days so maybe I'm expecting too much too soon, or simply not investing enough in the ads? The marketing drive was around trying to get the momentum going on a new game in the Android Google Play Store. As its a new app with few downloads and ratings atm it's effectively invisible amongst all the other apps. Total newbie to this side of app publishing as my experience is in the technical development.

    1. 1

      Have you tried some off-beat marketing tactics? For example posting on relevant forums/reddit (within context of the thread) or posting play-throughs of the game to a youtube channel?

      I've found with the gaming community, people like to see what the game is all about before they try it and word of mouth about the game's features is much more effective than straight advertisements.

      1. 1

        The YouTube video is definitely something already on the TODO list.

        Need to do something via Reddit or HackerNews I guess and as you suggest maybe straight ads aren't necessarily the best approach. Feeling my way a bit so all a good learning process.

        1. 1

          Absolutely! The best way to figure out what to do is to experience what not to do after all.

          Good luck!

  3. 1

    What are you trying to market?

    Marketing channels differ based on what product you're trying to get out there and who your target market is.

May 12, 2019 Release v1.0 of Rocket Shockwave...

First version of game in Google Play Store

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February 16, 2019 Decided to build a game...

Colleague and I decide we need a development challenge outside of normal work.

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To challenge myself to develop a popular game.