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Felix Braberg

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Offline – No WiFi Needed, No UA Spent, Yet Making $550k/Day

Offline Games - No WiFi Needed, No UA Spent, Yet Making $550k/Day in Ad Revenue 🤑 Offline Games - No WiFi Games by Jindoblu dominates the offline games category, pulling in $550K/day in ad revenue with zero UA spend. Let that sink in—no UA costs. We couldn’t even find a single creative. The secret behind this? A masterclass in ASO and SEO, driving 100M+ downloads organically through search, link building, and smart cross-promotion with other portfolio games like Antistress and Two Player Games. 📈Offline Games is a collection of 32 offline games like Water Sort, Solitaire, Ludo, and Minesweeper. There's No in-game currency, no progression system, and not even a shop 😱. The monetization strategy relies on rewarded ads, and that simplicity has scaled massively—hitting 1.5M daily downloads in July alone according to Sensor Tower.The real jaw-dropping moment is that […]

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Office Cat: Unlocking Revenue with Smart Ad Strategies

🚀 Office Cat: Unlocking Revenue with Smart Ad Strategies 🚀 Treepla’s Office Cat has been making serious moves in the Idle Tycoon genre, generating $83k/day from IAPs and another $42k/day from ads. With a revenue split of 70% IAP and 30% ads, Office Cat offers great insights into how to get 80% of your user base to watch 13-15 Rewarded Impressions per day. Let’s break down why Office Cat’s ad strategy works so well:💡 Compelling Economic Value:Each session starts with four key ad placements that massively speed up progression. Players are greeted with Welcome Back Rewarded Ads to double offline earnings, the Lucky Wheel spin 🎰, hiring the Legendary Cat Chairman 🐱, and investments 💸 that return massive rewards the next day. This means most players begin their daily gameplay by watching 4 Rewarded Impressions right off the bat.⏩ Ads […]

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Importance of Clear Rewarded Ad Placements in Lucky Defence

Lucky Defence by 111퍼센트 has quickly scaled to $300k/day in IAPs and about $24k/day in ads, but it's missing out on some key ad monetization opportunities. Let’s dive into the main ad placements to highlight best practices for Western Rewarded ad placements. 🎮💰 For Western-targeted games, Rewarded Ad Placements need to have these 3 essentials: - Notifications: Make sure players know when an ad opportunity is available. 🔔- Clear Rewards: Indicate exactly what reward will be given for watching the ad. 🎁- Visibility: Ensure the placement is visible to the majority of users. 👀Lucky Defence has two main menu RV ad placements: the Daily Fortune and Double Points ads. The big issue? These placements don’t show users what rewards they’ll receive and lack notifications indicating availability. This results in low engagement rates. 🚫Additionally, 7 out of 9 Rewarded Ad placements […]

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UA Creative Trends in July: Highest spend creative concepts

The mobile gaming market is all about UA creatives. Gone are the days when UA creatives had to depict real gameplay. Like it or not, we're now in an era where fake creatives and concepts can drive game development. The right creative themes can drastically reduce CPI and lower UA costs, allowing you to scale games and apps more effectively. However, with fierce competition, successful concepts are quickly copied by rival UA teams. ⚔️💡Here are the key UA creative trends of July 2024:Characters at the Edge of Buildings: 🏢😱 - Popular in games like Kingdom Guard. - The character faces an onslaught of enemies with nowhere to run. 🏃‍♂️💥 Characters Escaping Close Encounters: 🏃‍♀️⚔️ - Seen in games like Survivor.io and Whiteout Survival. - Focuses on near-death experiences to captivate users. 😨🚪Snakes Progressing Towards the Main Character: 🐍⏳ - Used […]

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My First Visit to China and Its Impact on the Mobile Games Industry

Ad Monetization and UA Credits: Revenue from ad monetization operates on a D1 payout schedule (I’m used to D30-D60), with payments often only paid in UA credits 💥 .Game Rankings: Games are ranked not just by IAP sales but also by ad revenue, meaning that I have no two & a half gamers party trick in China.. 😥 ISBN Requirement: To publish and earn IAPs in China, developers need an "International Standard Book Number (ISBN)," which takes about a year to obtain. Interestingly, if a game only monetizes via ads, an ISBN isn't required. We also heard some whispers about how to avoid needing an ISBN…. 🎮📝Ad Networks and UA Through Douyin (TikTok): The ad network ecosystem in China is more consolidated, with most UA efforts channeled through Douyin (TikTok). This results in ad revenue being mediated by just one […]

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New Mobile Ad Unit: Rewarded App Open Interstitial

🚨 Alert! A New Mobile Ad Unit Has Been Created: The Rewarded App Open Interstitial (RVAOI) 🚨 Hexasort by Lion Studios has unveiled a brilliant and cunning new ad placement. Let's break it down:- Player plays the game. 🎮- Player closes the game. ❌- Player reopens the game. 🔄- Hardcoded blackout screen: “ad break +2 coins.” 🪙- Calls interstitial ad from mediation platform. 📲Shows ad. 📺- Awards 2 coins to the player. 🎉This strategy is smart because:- It will generate a very high ad viewer rate. 📈- The IMP/DAU will be as high as the number of user sessions per day. 🔢- Players appreciate receiving a reward. 🎁- The RVAOI placement is less intrusive due to timing in a non-interruptive placement. ⏰- It is compliant with Google’s Android Intersitial placement rules. ✅- Starts every new session with a revenue event […]

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Wood Nuts & Bolts Puzzle: Challenging & Demanding Match Puzzle Game

📈🚀 Wood Nuts by Abi Games Studio Hits $500K/Day in Overall Revenue! $450k/day is ad revenue!  🚀📈 3️⃣ Three things drive this success; Clever ad placements, challenging gameplay, and a massive userbase of 4.5 million DAU.💡 Key to Wood Nuts' revenue model is interstitial ads, appearing after every level. With an average session length of 20 minutes, users encounter about 6 interstitial ads per session. The key here is that inter-ads are shown also when a user fails a level. As this is a hard game users will see a lot of interstitial ads. 🔥 Wood Nuts challenging gameplay that requires users to stay focused at all times to pass levels. Users can unlock 3 different sets of boosters and one more position slot by watching RV ads. That means that users can watch up to 4 RV ads per […]

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Creative Trends in Mobile Gaming – June 2024

🚀Creatives trends in Mobile Gaming UA 🚀 One of the most critical aspects of mobile gaming User Acquisition (UA) is the creatives. In our latest episode, we dove deep into the top-grossing games to uncover what’s currently working as of June 2024.Here's what we found:Unconventional Elements: Supercell’s Brawl Stars is leading the charge with creative use of unconventional characters, like a poo character in a diaper. This unexpected twist grabs attention and differentiates the game in a crowded market. 💩👶Longer Video Creatives: Nexters' Hero Wars has shifted to longer creatives, with lengths ranging from 2-4 minutes. These are designed to engage viewers in the news feed rather than the typical Rewarded Video ad unit, suggesting a strategic move to capture and retain attention in a different format. 📺⏳Hypercasual Elements in Non-Hypercasual Games: We’ve noticed Playrix, Dreamgames and Supercent incorporating elements […]

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Supermarket Simulator Mobile: Why is it so popular?

📣 When should you implement banner ads in your game? 📣 💡 To have Banner ads account for a significant amount of your ad revenue you need the following:- Long session lengths 📏 - Uninterrupted gameplay ❗ - A refresh rate that is optimized for your game or App Long session lengths allow you to increase the amount of impressions or IMP/DAU you show to your users. Generally, a banner IMP/DAU of 80-120 is what you should aim for if you’d like to earn a meaningful contribution to your user LTV. ☀ A big factor that helps increase the banner IMP/DAU is showing the same banner placement for as much of the user session as possible. Every time a user moves between menus and the banner placement changes, the mediation needs to reload the banner creatives, reducing the total amount of […]

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Match Factory! A Major hit with positive advertising by Peak Games

🤔Question: Do you need the same Android and iOS game ad experience? 🤔 📡 Let's take a look at Match Factory by Peak Games. It’s currently generating $13.7m/month in IAPs ($165m/year wow!). Unlike its largest competitor Triple Match 3D by Boombox Games Inc, Match Factory has no in-game ads. Is this a mistake? Let’s take a look…. 🔎 🤕 Ads hurt retention - this is something game developers have been told for years... But I’d argue that in the Casual Puzzle genera, it's not true. Looking at the retention data in Sensor Tower Triple Match 3D (with ads!) has better retention throughout the whole player life cycle (D7 retention is 23% vs 17%). Looks like having ads in Triple Match doesn’t prohibit amazing retention numbers. ⁉ ❓ All users need the same game experience - why? Match Factory’s DAU split is 57% […]

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Helldivers 2 Special: Why is it so good?

👨‍🚀 On May 5th Helldivers 2 announced that it had sold 12 million units 🚀 , making it the fastest-selling video game on PlayStation of all time, beating out mega titles like Fortnite and Call of Duty. It’s estimated that Helldivers 2 revenues are about $480 million since its release on the 8th of February. 🤔 Earlier this year I had an in-person discussion with Eric Kress who argued that one of the main issues with the current PC & Console market was the need for more supply of games that gamers want to play. The meteoric rise of Helldivers 2 seems to in part prove this hypothesis to be somewhat true. After reaching 450,000 concurrent players on Steam two & a half gamers decided to do a review of the gameplay and overall economy to figure out what made […]

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Screw Jam success story: How to reach $250k/day revenue?

🔩 Screw Jam 🔩 Hits $250K Daily revenue! 40% or about $2.5/month of that is ad revenue. Let’s take a look at how Quok Games and Rollic did it. 🔥 🔥 🕗 Banner and Interstitial ads have a nasty habit of reducing retention in any game. Screw Jam starts displaying these ad units after level 15, at each level at about 2 min that’s almost 30 min into the game time. Displaying Banner and Inters after such a long time helps explain why D1 retention is 52% and D2 is 41%.🤔 Rewarded videos take almost a back seat in ScrewJam - the only two rewarded ad placements that appear are 1 level for an RV ad when you’re out of life and two spins per day on the lucky wheel. RV make up about 40% of the overall ad revenue as […]

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