Here is an article about it:
https://bit.ly/2vgvYBXAnd here is the link to it:
https://www.gamesnacks.com/Edit: following
@keszegh suggestion, I'm using but.ly to short the original URL.
It was necessary because even using the spoiler the text was messed up in the index page.
In case you feel uncomfortable following a shorted URL, you can add a ++ at the end of the URL and bit.ly will show you the real URL.
Comments
thanks for sharing.
I don't have any friends who play instant games ..
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And of course developing for a genre of games depends a lot of your own interests.
I like to play these kind of games that take me just a couple of minutes and I prefer to develop them.
And I believe that there is at least one of your games you could release as an instant game (maybe after a bit of adaptation).
For instance, minesweeper, 15 puzzle, sokoban are some of your nice games I'm sure many people would enjoy playing them.
Regards.
For me this is a decisive problem ..
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But let's think: how many people with a credit card played your games but didn't bought anything?
More important: how many people clicked on ads your games showed to to them?
The hardest work you already did: your games are done.
Why not expend one or 2 hours adding an API to show ads and give it a try?
A friend of mine from an HTML5 forum told me he was making a decent amount of money with Facebook Instant Games. At first he put just 2 games to test the performance of the platform. Last time I talked to him he had 70 games.
But if you think it doesn't worth a try, it's fine for me.
Regards
2. People who don't have the money and click on your ads are hurting you by lowering your cost-per-click.
It doesn't matter - who plays my games
Importantly - who plays on the platform on which I place games.
Not only actual buyers but also potential buyers using this platform are included in the advertising price.
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Likes: oleg, keszegh
I'd rather prefer to invest some time than loose the chance to succeed. Of course it's a very personal point of view.
Likes: MoKaLux
Imagine you make a decent living developing your games to iPhone and/ or Android and suddenly you're banned by Apple or by Google.
It's game over!
That's why I really appreciate when new opportunities appears.
See a real example: I wrote above about a friend of mine from another forum that was making a decent amount of money with games in the Facebook Instant Games.
He told me that his account was banned from FB. He is not able to talk to a real person in order to understand why and trying to revert it.
He went all in on FB instant games and now he's desperate.
So it reinforces my believe that one must try to spread its games in all possible markets and stores.
Regards.
Likes: MoKaLux
friend of mine from another forum that was making a decent amount of money with games in the Facebook Instant Games.
https://play.google.com/store/apps/developer?id=razorback456
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You won't develop a game for a store / market. You will develop your game to put it in as much stores / markets as you can.
Making the game is the hardest part. The easier part is to add monetizing features to it (ads API and / or in-app purchase).
The first time it will be a laborious process but for next times it's a matter of reusing libraries to ease the process.
If my friend had invested time and effort to put his game in all available platforms and stores he would feel less the ban.
Regards.
Likes: antix
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: keszegh
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: keszegh