Game Development Community

Are You Quick Enough 2 sales numbers

by Johnny Vo · in iTorque 2D · 07/04/2012 (1:00 am) · 15 replies

I wanted to share some download and revenue numbers from Are You Quick Enough 2. I always find these helpful and I hope you can find it helpful also. Remember every app is different and there are many ways to monetize, this is just one example.

Here are the numbers since launch for the free version of Are You Quick Enough 2:

Are You Quick Enough 2? Free - Numbers for June 21st to July 2rd (11 days)

App Downloads: 66k (average 6k daily)

IAP Revenue: $260
Chartboost Ads Revenue: $1550
iAds Revenue: $150
Admob Revenue: $440
Tapjoy Ads Revenue: $20
Flurry Ads Revenue: $150

Total Net Revenue: $2570 (average 233 daily)

Notes and observations:
-Half of the downloads came from Singapore. I was in the top 25 Free for 10 days.
-I have a lot of ads in the game.
-66k downloads and only two people bought the 'Remove Ads' IAP!
-Go sign up for Chartboost! Use it!
-The paid version made a lot less money than the free version.
-Downloads have been dropping steadily and so has revenue.
-U.S downloads generate more money because players are more willing to spend and even Ads are worth more for U.S apps.

Let me know if you find this useful and I'll try to post more numbers in the future.

About the author

Enlevel - Programmer. Games released with iT2D: Are You Quick Enough?, Coloring 4 Kids, Twistum


#1
07/04/2012 (10:54 am)
Thanks for posting Johnny. I'm always interested in seeing these kinds of numbers and I'm sure others in the community are too.
#2
07/04/2012 (12:58 pm)
Thanks Johnny, very good numbers there :)

Totally agree about the US willing to spend more money, sadly Cannibal Cookout has failed miserably in the US.

Did you get featured by Apple at all?

Chartboost looks pretty awesome - 1.9 version of CC has gone down the Playhaven route.
#3
07/04/2012 (1:02 pm)
Scott - Sadly no feature by Apple.

I actually have Playhaven in the next update too! I hear their ecpm is high.
#4
07/04/2012 (1:08 pm)
Are you going to try FAAD?
#5
07/04/2012 (1:15 pm)
@Scott - FAAD emailed me and wanted 7500. I don't think I'm going to do it anytime soon. I'm just not sure if I can make that back.
#6
07/04/2012 (1:18 pm)
@Johnny, yeah, that's what's holding me back. I read an article about a guy who had two apps, spent $13,000 on FAAD and increased his revenue by $100, losing $12,900 on the promotion, eek!
#7
07/04/2012 (1:29 pm)
@Scott - I read that article too and actually know a couple of developers that were also in the same situation.

The guy that spent 13,000, he needed to make about 20k (because of taxes) to break even. That's ridiculous. I understand FAAD targeting big companies but they should know better than to contact smaller studios asking that price.

Here's a funny story. Inneractive contacted me and wanted 80k to get my app to top 25 in the U.S only. It's a good thing my app was top 2 in U.S, U.K, Australia so I know how much I could make and I still didn't make 80k.

How do some of these people sleep at night? Is it really any different from a craigslist scam.

But I think Cannibal Cookout will monetize well with a high number of downloads. You have a good IAP system.
#8
07/04/2012 (3:11 pm)
@Johnny, wow 80K for top 25!

These are the current figures with my IAP conversion for Cannibal Cookout ...

US downloads todate = 4163
US revenue todate = $465

UK downloads todate = 9910
UK revenue todate = $661

1 US download = $0.11
1 UK download = $0.06

and I average about 15-20 US downloads a day.

If I could get the numbers then FAAD may well be reasonable, but it is all ifs.

#9
07/04/2012 (3:14 pm)
Also, based on my other apps, US downloads is typically 10x UK downloads which is why I consider CC pretty poor performance on the US app store.
#10
07/04/2012 (3:17 pm)
@Scott - Getting $0.10 per user is a really high number. That number is considered really good for any hit time management game.

Your conversion numbers are really high! My IAP numbers are no where near yours...goes to show how great your game is. :)
#11
07/04/2012 (3:36 pm)
Cheers Johnny :) I just need to figure out how to get the numbers up ?!?

I've tried:

- admob campaign
- Facebook ad campaign - picked up about 1300 likers and about 250 downloaded the game.
- paid reviews
- project wonderland

Nothing had any impact - admob reported a large click rate but I never saw any corresponding increase in downloads at all.

#12
07/04/2012 (3:44 pm)
Nice info about the the facebook likes. I might give that a try.
#13
07/04/2012 (9:19 pm)
Johnny - thanks for posting these figures. It's really useful to see actual numbers, in particular which advertisers are more effective.

With regard to Inneractive and their 80k request - that sounds pretty typical. There's a lot of big publishers looking to rip off indie developers these days. When Chillingo first contacted me they wanted 50% of my revenue (after Apple's cut) and complete ownership of the property in exchange for promoting the game.
#14
07/06/2012 (9:30 am)
Wow. Thanks for posting the figures! I really never thought about ads. Actually, can someone point me to a thread or tutorial showing how to do ads in iTorque? I have absolutely no idea how to do it. Do I have to learn C? Or can I do it in script?
#15
07/06/2012 (10:55 pm)
@Conor - In the era of digital distribution, 50% from Chillingo is insane in my opinion.

@Watermark - To implement the ads go to the Ads websites and get their SDKs. You have to implement this in ObjC/C++. It's usually not much code and their guides are easy to follow. Then you can expose that code to torque script. Search the forum for the Admob tutorial. That will get you started.