Every little helps
Mar. 21st, 2012 08:20 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
I'm not sure why I have such a childish pocket-money-like fascination with my Mochimedia account. I've seen some of the statements of work for projects at my real job, and my time is charged at a rate that would make even some lawyers cringe - and yet, when I have days where a Flash game makes over $2, I'm absolutely flabbergasted. Perhaps because it's all bonus material - I'm getting it entirely because of what I enjoy to do in my spare time, and am free to earmark it for other things I also enjoy - games, music, dodgy furry artwork, and so on.
The Flash demo of Running Free is far and away my biggest hit on it ever, peaking at just over 36,000 views a day and only very rarely dipping below 10,000 even after a tailing-off period of a week. There are two drawbacks to this, however - the vast majority of these views are from China and Korea where advertising is very cheap, and so I don't see an extraordinary amount of cash per thousand players. The other is that this isn't translating into sales of the iOS application, even though there are links to Apple's store from within the Flash game - apparently, most people over there prefer to pirate games on the iPhone rather than buying them.
I retrofitted the iOS project with the levels from the Flash version and released that one as a free app (sensibly titled Running Free Free), to see if that made any difference - the provisioning system now making a frankly miraculous amount of sense to me after successfully navigating it once. In the four days since its release, this demo version has been downloaded three thousand times, mainly in the USA - its effect on full-version sales, however, has been non-existent and I'm still dragging in my 70% share of about 99 cents per day on the app store.
It stands to reason that these casual gamers would be quite casual buyers, as well.

I retrofitted the iOS project with the levels from the Flash version and released that one as a free app (sensibly titled Running Free Free), to see if that made any difference - the provisioning system now making a frankly miraculous amount of sense to me after successfully navigating it once. In the four days since its release, this demo version has been downloaded three thousand times, mainly in the USA - its effect on full-version sales, however, has been non-existent and I'm still dragging in my 70% share of about 99 cents per day on the app store.
It stands to reason that these casual gamers would be quite casual buyers, as well.