MARKETING my SECOND Android GAME
Summary
TLDRビデオでは、開発者が自分のゲーム「Be a Minor」を出版社に送り、広告を通じて評価をもらうプロセスを紹介しています。ロックダウンの影響でターゲット層が変わり、自前の広告キャンペーンを立ち上げることになりました。Googleの広告キャンペーンを通じて、日々のクリック数やリーチを分析し、最適なコストパークリックを探求しています。また、Lion Studiosと提携し、ゲームの改善と分析ツールの追加を通じて、より良いパフォーマンスを目指しています。広告収益はあまり良くなく、プレイヤーのリテンション率も改善の余地がありますが、マーケティングとゲームデザインに関する新しい知識を得られました。
Takeaways
- 🎮 ゲーム「Be a Minor」は、待ち時間や学校で遊べるシンプルで魅力的なゲームとして設計されました。
- 🚀 ゲームの公開はロックダウンの開始時に予定されていたため、ターゲット層は存在しなくなりました。
- 🔄 ロックダウンが終わった後にゲームを再びプロモーションすることを計画しています。
- 📬 同じ出版社に連絡したが、返信がなかったため、自分でGoogle広告キャンペーンを作成しました。
- 🤖 別の機械学習プロジェクトのビデオを制作する予定でしたが、プロジェクトファイルを移動中に破損してしまったため、別のビデオに変更しました。
- 🎯 ゲーム広告キャンペーンの予算は20ユーロで、週にわたって使用する予定でした。
- 🔍 広告キャンペーンの分析から、言語設定を英語のみにしていたため、広告効果が良くありませんでしたが、他の言語を追加することで改善されました。
- 📈 最適なクリック単価は、ヨーロッパ、ロシア、アメリカでは5セント程度だとわかりました。
- 📊 広告キャンペーンにより、ゲームのインストールが増加しましたが、1日平均で108秒しかプレイされていないことがUnity Analyticsからわかりました。
- 💰 AdMobを使用した広告収益は、30ユーロの広告費に対して1ユーロちょっとの収益しか得られていませんでした。
- 🔄 プレイヤーのリテンションを最大化することは、ゲームの成功に欠かせない要素であり、良いリテンション率は1日目で50%、7日目で20%、28日目で10%程度が目標です。
- 🔧 現在、ミスゲームジャムで制作したゲームをブラッシュアップし、Android、PC、iOS向けにリリースする予定です。
Q & A
ゲーム「Be a Minor」の目的は何ですか?
-「Be a Minor」は時間を潰すためのシンプルで魅力的なゲームで、リソースを集め、パワーアップやアップグレードをクラフトし、新しいスキンをアンロックし、できるだけ高いスコアを獲得することが目的です。
「Be a Minor」がリリースされた時期にはどのような問題がありましたか?
-「Be a Minor」はロックダウンの開始時にリリースされ、ターゲットの聴衆が学校や行列がなくなったため、予想外の問題に直面しました。
ゲームの広告キャンペーンを再開する際の戦略は何でしたか?
-ロックダウンが終わった後、同じ出版社に連絡して反応がなかったため、自分でGoogle広告キャンペーンを作成することにしました。
ゲームの広告キャンペーンで使用した予算はどのくらいですか?
-広告キャンペーンの予算は20ユーロで、週にわたって使い、1日あたり約3ユーロを計画していました。
広告キャンペーンの最大クリック単価はどのように設定しましたか?
-最大クリック単価は0.07ユーロから始め、効果がなかったため7〜11セントまで増やしました。
広告キャンペーンの言語設定に関する問題とは何でしたか?
-広告キャンペーンでは英語のみの対象言語を設定していたため、他の言語を追加するまで効果がありませんでした。
Lion Studiosとどのような協議を行ったのですか?
-Lion StudiosはFacebook SDKの実装や様々な分析ツールの追加など、ゲームの次のステップについて話し合い、プロのフィードバックを得る予定です。
「Be a Minor」の広告収益はどのくらいでしたか?
-30ユーロを支出したにもかかわらず、わずか1ユーロ以上の収益しか得られませんでした。
ゲームの1日平均プレイ時間はどのくらいですか?
-平均して、プレイヤーは1日あたり108秒間ゲームをプレイしています。
ゲームの広告収益が予想されていない主な理由は何ですか?
-広告収益が低い主な理由は、プレイヤーのリテンション率が低いためです。
今後のゲーム開発計画はどのようなものですか?
-今後の計画では、ミスゲームジャムで作ったゲームを磨き、メインゲームメカニズムを改善し、新しい敵やゲームモード、メニュー画面、モバイル向けのコントロールを追加して、Android、PC、iOSでリリース予定です。
Outlines
🕹️ ゲーム開発者による自作ゲームの公開と宣伝
ゲーム開発者が自作のゲーム「Be a Minor」を出版社に送り、広告を通じて公開するプロセスについて説明しています。ゲームは時間を殺すことができるシンプルでキャッチーなタイプで、リソースを集めてパワーアップやスキンをアンロックし、スコアを競うことができます。開発者はロックダウンの影響でターゲット層が変わり、ゲームの再宣伝を後に延期することを決めています。また、広告キャンペーンを自分で行い、分析を通じて最適なクリック単価を見つけ出し、Lion Studiosと出会い、ゲームの改善点や分析ツールの追加についてアドバイスを受けています。
📊 ゲームの広告キャンペーンとプレイヤー保有率の分析
ゲーム開発者が自分のゲーム「Be a Minor」の広告キャンペーンを通じて得た分析データを共有しています。広告によりダウンロードは増加しましたが、プレイヤーの保有率がどのように変化したかについて詳しく説明しています。1日と7日の保有率を報告し、プレイヤーがゲームをどれくらい長く遊ぶかの統計も示しています。また、AdMobを使用した広告収益の結果も紹介しており、収益は支出より少なく、プレイヤー保有率の向上がゲームの成功に欠かせない要素であると結び付けています。開発者は今後のゲーム開発やリリース計画についても触れています。
Mindmap
Keywords
💡プロジェクト
💡広告キャンペーン
💡プレイスコア
💡リソース
💡アップグレード
💡マシンラーニング
💡プレイヤーリテンション
💡アドモブ
💡ゲームジャム
💡Unity Analytics
Highlights
Developer released a second project called 'Be a Minor', a time-killer game with resource gathering, crafting, and high score chasing.
Game was initially sent to publishers for potential publishing and advertising.
The game was intended for waiting times like queues or school but faced a decline in target audience due to lockdown.
Developer decided to promote the game after the lockdown ended and contacted the same publisher with no response.
Started a Google Ads campaign with a budget of 20 euros to promote the game independently.
Initially planned to make a video about a machine learning project involving different types of soldiers.
Developer had to change plans due to lack of access to the project files which got corrupted during transfer.
The game 'Be a Minor' has a simple concept with a high score system and social media sharing capabilities.
Game features resources gathering for crafting power-ups and upgrades with visual changes to equipment.
Developer created all game assets, music, and sounds with a friend for the project.
Ad campaign strategy included analyzing click-through rates and adjusting maximum bid prices.
Realized the importance of targeting multiple languages in ad campaigns for better reach.
Optimized maximum cost per click to around 4-5 cents based on campaign performance.
Sent the game to Lion Studios, a publisher known for successful game titles, for potential publishing.
Received constructive feedback from Lion Studios for game improvements and analytics integration.
Unity analytics showed good day one and seven day retention rates but average playtime was relatively low.
Ad campaign resulted in minimal profit with 30 euros spent and only over one euro earned through ads.
Developer emphasizes the importance of player retention for game success and shares personal learnings.
Currently working on a game made for the Mises Game Jam, planning to polish and release it on multiple platforms.
Developer acknowledges challenges in maintaining a bi-weekly posting schedule due to university commitments.
Transcripts
hey everyone when i release my second
project be a minor
i have sent it to publishers to see if
they would like to publish my game
they would advertise my game for a week
and based on the results they would
decide whether or not to publish it
be a minor was intended as a time killer
gather resources craft power ups
upgrades unlock new skins and get as
high score as possible
a simple yet catchy game you would play
when you have to wait in a queue for
example were when you're bored at school
and so on
but because of the fact that it all
happened at the beginning of the
lockdown
my target auditory was not there anymore
since there were no schools no queues
anymore nothing
so i told myself that i'll try to
promote this game once again after that
lockdown ends
so here we are a little bit more than a
week ago i contacted the same publisher
but they didn't answer so i decided to
try creating my own google ads campaign
actually i planned on making this video
about another machine learning project i
was working on
i had this idea of making different
types of soldiers like rifleman's
like rifleman swordsman medic and divide
them into teams
each soldier is controlled by a machine
learning algorithm
i've changed them as apex killers made
them masters of the art of wear
well almost
[Music]
so yeah i really looked into making this
video but sadly i made this whole
project when i was home in moldova
now i'm back in netherlands and i don't
have my pc here
i've tried moving the project but the
files got corrupted
but i can assure you that they won't
leave it like that i'll return to it one
day
as for you pause the video right now
subscribe to the channel and leave a
like
that helps keep me motivated beg to be a
miner
as i said this game was my second ever
release project i tried to work on those
mistakes that i made in my first project
cut in bminer the main goal is to go as
deep as possible down the caves by
avoiding poisonous styles
there is a high score system to keep
track of the best players
also i made it possible to share a
screenshot with your score
on any social media as you might have
noticed there are
different looking tiles that is because
everything except of the poisonous ones
are actually resources that you can
gather
and use what you gather can be used to
craft power-ups like hawkeye penetrator
and silk armor and also for crafting
upgrades for your drill and helmet
upgrading anything will result in its
skin also changing
i tried drawing all the assets here by
myself music and sounds were also made
by me and a good friend of mine
so i made the ad campaign my plan was to
have
a budget of 20 euros and spend it
throughout the week which
means about 3 euros a day i already had
all the necessary materials like
gameplay screenshots and the trailer
because i needed all of them for the
publishers
when they first contacted them i have
targeted most of europe
us and cis and they've set the maximum
cost per click of 0.07 euros
by the way if you will start your first
app ad campaign
google will recommend a maximum cost per
click price of about 35 cents
that is an enormous amount and you can
reduce it drastically
in order to find the perfect value lower
it by a little and see how fast your
daily budget is spent
if in a few hours then you can decrease
the price even more
until it is spent throughout the whole
day from my experience this value is
somewhere around 5 cents for europe
russia and u.s
for countries like india bangladesh
nepal the price is a little lower about
2-3 cents per click
after i've set up my ad campaign i
started analyzing the results
at start it was bringing me about 10
clicks a day
clicks not even downloads i started
increasing the maximum bid price from 7
cents to 8 cents then 9 10
11 still nothing and it was
only on day 6 when i realized why even
though i have targeted a bunch of
countries
i set the audience language to english
only after adding a few more languages
the ad campaign started working properly
so since 6 days were lost i increased
the daily budget to 5 euros to reach the
20 euro limit faster
the best maximum cost per click value
for my campaign proved to be
4 or five cents also i've sent the game
to another publisher
lion studios you might know them from
titles such as slap king
mr bullet forge head i feel good
and many other good games they reached
back to me after a few days and we had a
very nice meeting with one of their
representatives
i was told what my next steps are and
that included stuff like implementing
facebook sdk and adding different
analytical tools to my game
then we will test my game to see how it
performs
perhaps i'll even get some good advices
from professionals in the field
i'm very hyped about this so anyway i
will keep you up to date about this
story so stay tuned
okay so now thanks to the ad campaign i
have players installing my game but
do they actually like it well based on
unity analytics we can see that in the
first day of advertising
the day one retention was 55
day one retention is the amount of
players that return to your game
after one day so seven day retention
stands for
the amount of players that return to
your game after seven days has passed
so those are really good results however
they didn't last for too long on
average the day 1 retention was 55.5
also we can see that on average people
played the game 108 seconds a day
perhaps not the best results but the
data i had was very small so i'm not
sure how accurate it is
now the part that you're probably
interested in the most
be a minor has only two non-mandatory
ads in it i didn't want the player
to feel overwhelmed by them you watch an
ad if you choose the option to revive
ones
or you can watch ned if you want to get
some diamonds which are used to skip the
crafting time
that company i used for this game was
admob i tried unity ads previous time
so i decided to try admob this time so
here are the results from those ads as
you can see
throughout this period i've spent a
total of 30 euros
but i managed to earn only a little bit
more than one euro
so yeah not very profitable
maximizing player retention is a key
factor if you want your game to succeed
good player retention is about percent
for day one
twenty percent for seven day retention
and about ten percent for day twenty
eight retention
so yeah i can't say that results are
good but overall it was a fun experience
and i did learn a few new things about
marketing and game design
hope you did too
now i'm working on the game i made for
the mises game jam
about two months ago the plan is to
polish the game and release it
i've reworked the main game mechanics of
eating souls added new
enemies a new game mode menu screen
controls for mobile and much much more
i'll transform this game jump project
into a real game and release it for
android pc and perhaps even ios
let me know in the comments below what
you think about that i'd love to hear
your feedback
one last thing i'm trying to post once
every two weeks but
sometimes i just don't have enough time
in my last university year and sometimes
it gets pretty tough
and the videos might get postponed i am
very sorry for that and i want you to
know that i'm trying to avoid any delays
thank you for watching and stay tuned
for future videos
you
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