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by warrenmiller 1374 days ago
I have a game with +10 million installs on the both app stores, the truth of it is making the game is about 25% of the work - the rest is dealing with marketing, screenshots, videos, user reviews, Ad/IAP SDKs, waiting for Unity to switch between platforms, dealing with Unity bugs/upgrades, etc.. When you're making the games it's a joy - the rest of the stuff can be a real grind.
1 comments

With that kind of insight into each market segment, what monetization model are you seeing working the best on each platform?

I've had an idea for a small mobile game in mind now for a while, but I find the idea of potentially having to place ads in it to make back some of the investement not appealing. So I delay starting the project.

The dream would be to be able to offer it for a low price (1.5$ - 3$) and reach enough of an audience.

Freemium: Ads and IAP, i'm afraid.