Developers: What is the most $$$ you've ever made with Stencyl games?>

Grumpthebum

  • Posts: 3
Just as a spot of hope and inspiration for the rest of us (not to mention a good reason for those who haven't bought Stencyl yet), what is the most you've ever made with a Stencyl game? Would you care to elaborate on how you made all that $$$?

We'll understand if you want to protect trade secrets :P and sorry if I necro'ed an old thread.

Stevetheipad

  • Posts: 1304
I've worked on apps in some way for three years and they have been a fun hobby. My games themselves have cost me more than they have profited. I keep working at it though because it's really fun. When I'm working on a game and I'm really into it, I'll think about it at all times of the day and I'll be super excited to work on it.

I also have hopes that one day a game or app of mine might get serious attention and change a life. I don't have plans on becoming a professional game designer, nor do I do this for the money.

colburt187

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  • Posts: 2394
Ive been meaning to write a post like this as my yearly renewal is coming up and i wanted to write a review of my first year as a Stencyl Subscriber.

here is a short summery. Last November I took the indie subscripting so i could sell flash games,
Flash games earnings,
Blocked Out $250 (out going was only $15 as i did all the art myself, and the cost of the subscription.)
Worlds at War $500 (paid half to artist and FGL commission)
Artillerize $1500+$350 site lock (paid half to artist, FGL commission)
20 Waves $1000 (paid a percentage to artist FGL commission)
FortZ $800 (some out going around $50)

I then upgraded to the studio account to release my first app Wheelie Legend. Its been out since the 14th of august. Outgoing was $99 apple dev, then payments for art and music which i won't disclose without permission from the artists.
iAds has been pretty poor, $120 so far and $35 from in app purchases. Just added Admob banners but doesnt look like they are going to earn much revenue at all.

The google version on the other hand is doing pretty well, not going to disclose figures but its been number 1 in finland for a few days now and my first payment will cover all money invested easily. It will defiantly be my most profitable project and will most likely make more that all the flash games added together.

So I'm very happy with my time on Stencyl and have obviously profited well from my subscription investment, aswell as really enjoying it!

ManlyMouse

  • Posts: 144
Is admobs the reason the google version is profitable, or is it something else? I haven't released anything myself, but I feel like admobs isn't all that great when it comes to making money. Also, be sure to link some of your games in your siggy, that way we can try them out :). I think i played fortz somewhere before.
I know more about Stencyl now.

Max Finch

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  • Posts: 2187
Mr. and Mrs. Tart made me $1500.


A christmas themed game I created in ~3 days made me $800


Mr. Tart made me ~$1200


Overall last year I made around ~$6000


I spent $75 for a stencyl indie account.


That means I made 80X the amount I made...


So yeah, if you're actually determined it's well worth the cost.

Jon

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  • Posts: 17524
Just want to pop in and day that this info's pretty insightful, and even if the actual figures are/were censored, even ballpark figures can set expectations straight about what to expect.

The big surprise for me is that the Android version of a game has been more profitable than the iOS version. If I may ask, what's your model for monetizing the app since it appears to be free?

colburt187

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  • Posts: 2394
Truth is Jon, the iOS version most likely would have made more than the google but I made some bad decisions. I just went iAds and $0.99 to remove ads, then I went number 1 in Finland which at the time had no iAds, so I was getting around 20,000 requests a day but 3,000 impressions. I've since added admob banners but now apple have also added iAds to Finland, and I'm getting 0.10 cpm from them. If I had done full screen admob I would have done very well.

My team mate George did the google side, full screen admob and banners and that is where the cash is coming from. Again it went to #1 in Finland and the downloads went up to 1-3k per day.

I'll speak to George if he is happy with me discussing actual figures.

GeorgeN

  • Posts: 859
I don't mind. Share whatever info you like :)

On Android the banners are not making much but the full screen ads well that is another story. The point where the game started to earn was when it ranked in Finland and it still holding. Number 6 or 7 overall, 2 in games, 1 in racing.

How it ranked in Finland well that is a mistery.

ManlyMouse

  • Posts: 144
Thanks guys, this is some insightful info. I had my doubts about banners but now it seems that full screens may be the way to go. It also helps free up screen space, as the bottom banner was pretty intrusive.
I know more about Stencyl now.

MadManAdam

  • Posts: 371
Don't forget Ghost Song! https://www.kickstarter.com/projects/1192311215/ghost-song-a-journey-of-hope This is probably definitely more the exception than the norm but shows what hard work and talent is capable of.  I have no idea how Matt marketed his Kickstarter campaign but he did something right!  This thread is very good.  Glad to see people making money and creating games, and learning!

freyguy

  • Posts: 92
how do you put full screen ads in your game?

ManlyMouse

  • Posts: 144
Use the admob extension and read the guide. It can be somewhat difficult to set up though. http://community.stencyl.com/index.php/topic,33509.msg190408.html#msg190408
I know more about Stencyl now.

ahmadoweda

  • Posts: 307
I've made $1500 with my old version of Floppy Bird Seasons in 2 months, it was featured in Boredom Busters for 6 countries that's why the daily installs jumped from 300 to 4000, and the admob revenue jumped from $10 daily to $80.

After google suspended the game I re-released a new version but it makes average of $5-$10 daily only so far, waiting for another push from google.. hopefully :)

Currently I'm trying to practice in another game engine with a small game, I'm not planning to use Stencyl for my next games unless they support Google play services [leaderboard and achievements] or somebody make an extension for it.. Rob recently said that somebody already working on that, I wish they can do it.

« Last Edit: October 10, 2014, 03:42:34 am by ahmadoweda »

Max Finch

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  • Posts: 2187
I've made $1500 with my old version of Floppy Bird Seasons in 2 months, it was featured in Boredom Busters for 6 countries that's why the daily installs jumped from 300 to 4000, and the admob revenue jumped from $10 daily to $80.

After google suspended the game I re-released a new version but it makes average of $5-$10 daily only so far, waiting for another push from google.. hopefully :)

Currently I'm trying to practice in another game engine with a small game, I'm not planning to use Stencyl for my next games unless they support Google play services [leaderboard and achievements] or somebody make an extension for it.. Rob recently said that somebody already working on that, I wish they can do it.

Yeah Stencyl is a bit lacking when it comes to Android. Hoping to see some major improvements to the mobile platforms soon. Ex. Google Play services, framework support for extensions, native sharing options (Twitter and Facebook)

Unept

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  • Posts: 352
This is some great info. I hope you all keep sharing, even if it's ballpark. Also, what's up with Finland?

- Disposabot made over $2k with sponsorship and placing in Kongregate weekly/monthly contests. I definitely could have monetized it better, but it was my "learn game design" game and I was very burnt out from it.
- Lava Bird for iOS has NEARLY ONE DOZEN $.99 SALES! :) I haven't really pushed it much, though. I recently published it on Android with little banners a week ago. I'm not comfortable with the fullscreen ads. But I may need to "monetize more aggressively" soon, as my wife has been very patient and supportive with this life-consuming hobby. :) I'll have another game out soon which is much more original. I'm confident it will do better.

Max, you didn't mention Five Colors for iOS. Any reason why?

Also, AdventureIslands posted some sales figures on Duke Dashington while it was featured in the app store. I'd love to hear about how sales are looking after the fact.


« Last Edit: October 10, 2014, 02:51:29 pm by Unept »
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