My Year as an Apple Dev with Stencyl

colburt187

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So I got an e-mail today telling me my Apple dev licence expires in 30 days. Its been a great year, a dream come true really, worked with some great people and learned a lot of good stuff. I thought id give you a brief breakdown how how things have gone revenue and downloads wise. The revenue is before I have paid shares to the good people I have worked with over the year, I'm not going to go into any detail about percentages etc.

3 games, Wheelie Legend, Golf is Hard, Wrassling

440K downloads in total on iOS

iADS $793                        (only Wheelie Legend)

iAP $1,520                       (Golf and Wheelie $1 to remove adverts, Wrassling $1.99)

Admob $19,032            (All 3 games have Admob interstitials)

ChartBoost $6,011    (Only Wrassling)

All thanks to Stencyl and the awesome people I've met through it, looking forward to another good year.

GameDev408

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Thanks for writing this! That sure is a ton of cash, nice job!

choppedupmonkey

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That is crazy money man. Good job, and I wish u the best in the next year.
My name is Jason, I live in America, and I am 18 years old

"Focus more on the product than profit, for the profit will come after the product." -Me

ceosol

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That is very inspiring. I am definitely going in a different route for my development, but hope to supplement my contract work with my own games.

Thank you very much for posting this. I like the idea of transparency so every can have something to shoot for.

Alexin

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Congratulations. Hard work pays off.
"Find the fun"
alexin@stencyl.com

Joraanpe

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Congratz for the success mate, and thanks for sharing and motivating us!

TheeSeaverShow

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Thanks for sharing this, helps put into perspective what a year of hard work can do.

gdog105

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Making a living on stencyl my dream

TheeSeaverShow

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3 games, Wheelie Legend, Golf is Hard, Wrassling

440K downloads in total on iOS

iADS $793                        (only Wheelie Legend)

iAP $1,520                       (Golf and Wheelie $1 to remove adverts, Wrassling $1.99)

Admob $19,032            (All 3 games have Admob interstitials)

ChartBoost $6,011    (Only Wrassling)

Care to explain these number a little bit more? Speciffically,

How much was spent on Advertising per game?
      -What sites were used to advertise

How many downloads per game?
    - Phone / Tablet

How long each game was out?
   - Release date - June 15th?

If not, thanks again for the original post anyhow, still leaves great motivation for all the indies on here!

colburt187

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I can go into a bit more detail tomorrow, the first one is easy though, $0 was spent on any form of advertising, I don't necessarily think advertising is bad but I've not found a need for it as of yet.

TheeSeaverShow

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Okay, looking forward to hearing about it.  But another question, with 0$ spent on advertising, did you use free forms of advertising?
    -game review sites,
    -flash releases
    -teaser videos
    -game journals
    -etc?
or just not advertise at all beside word of mouth?

colburt187

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only for Wrassling, I sent out Teslfight builds to YouTube channels. Lonniedos played it and Appspy did a hands on before release. I also did a touch arcade forum post which resulted in a few other sites writing articles. The Wrassling pre launch press stuff went pretty well.

ceosol

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only for Wrassling, I sent out Teslfight builds to YouTube channels. Lonniedos played it and Appspy did a hands on before release. I also did a touch arcade forum post which resulted in a few other sites writing articles. The Wrassling pre launch press stuff went pretty well.

That is really good advice. I will keep it mind when releasing my games.

Along the same lines of Seaver's questions, how long did it take to develop each of the 3 games? Some people seem to be under the impression that you can make games in a week or two and receive boatloads of revenue.

Photon

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Making a living on stencyl my dream
I wouldn't be too hasty there. Indeed, its a pretty significant sum of money, but $25,000 for a year isn't necessarily as fluffy as it sounds (plus, as mentioned, we aren't accounting for rev share cuts;) compare this to Mike at Ludum Dare who was asking for what was probably a close to bare minimum $3,000 a month to cover living expenses, which is $36,000 a year. I'm sure he's very pleased with the results, but I'd guess its by no means a complete living. Colburt can correct me if I'm wrong though.

Just wanted to make sure we're being real about things. :)
Do NOT PM me your questions, because I likely will not respond. If I have replied to your question on the forum, keep using that topic. Thanks!

gdog105

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Oh i know im just saying he did 3 games for one year thats pretty good