From Jay is Games
by Satori on October 25, 2014 04:00 PM
by Satori on October 25, 2014 04:00 PM
by Johnny123 on October 25, 2014 01:00 PM
by LDora on October 25, 2014 04:00 AM
by LDora on October 24, 2014 08:00 PM
by freezairmsilvereye on October 24, 2014 04:00 PM
by Tricky on October 24, 2014 01:30 PM
by Ferret on October 23, 2014 10:43 PM
Our recent Animal Armatar Contest has come to a close, and with over 30 submissions you have lots of critters to pick from to represent your Armor Games personality. There is still time to make an Armatar for the Halloween Armatar Contest, so be sure to get your spooky entry by November 1st!
For a limited time we also have Armatars for Battle Pirates, Cursed Treasure 2 and Gemini Strike.
by Lori.h on October 23, 2014 08:00 PM
by LDora on October 23, 2014 04:00 PM
by Johnny123 on October 23, 2014 01:00 PM
by Rich on October 23, 2014 11:39 AM
by LDora on October 22, 2014 03:15 PM
by LDora on October 22, 2014 01:15 PM
by LDora on October 22, 2014 04:00 AM
by LDora on October 21, 2014 06:49 PM
by Chris on October 21, 2014 04:32 PM
Q3 of 2014 was a good quarter for developers and publishers working with FGL. A few notable things that happened: FGL surpassed $20,000,000 paid out to developers, we helped multiple native apps reach various “top 10″ positions on Google Play (and earn significant revenue gains), and we continued to help HTML5 developers distribute and monetize their games (through our distribution platform as well as our new HTML5 Game Shop).
I’ll break down the earnings graph below.
Native Mobile: As you can see, revenue from native mobile games lead the way in growth in the 3rd quarter. Most of our success on native mobile is explained in our blog post, linked above (and here for convenience). What is a little misleading is the jump, and then fall, in revenue from the 1st quarter. Some of the earnings in the 1st quarter came from a few large one-off licensing deals we secured for developers. A chart below shows the revenue growth of our Mobile Platform (in gross revenue earned) with the one-off deals taken out.
This graph makes it easier to see the growth of the Mobile Platform in terms of recurring revenue. This includes money from ads, in-app purchases, and premium app purchases. It does not include licenses or “bulk deals” that we bring to developers from time-to-time. This means that native mobile games that are going through us are doing better than ever in mobile marketplaces. Our distribution, cross promotion, and ad systems are helping make games make more money. The fact that we also help bring licensing deals to games is the icing on the cake. At least for native mobile games.
HTML5: Where licensing is the icing on the cake for native mobile, it’s the actual cake for HTML5. Licensing through our traditional bidding area, Game Shop, and new HTML5 Game Shop tops the earnings for developers pushing their HTML5 games through us. However, at the end of the 3rd quarter – and now early into the 4th quarter – we’re seeing a lot of growth in ad revenue and distribution of our HTML5 games. We’ve had several featured promotions through Amazon, and have partnerships with other marketplaces and distributors in the works. This is an area that will likely jump in Q4.
Web: Though we’ve lumped all web technologies into the “Web” bucket, there are two main technologies that make up the earnings here. One is Unity, which we’ve seen an uptick in exclusive and primary deals in our bidding area. In fact, we’ve seen larger Unity deals over the last 3 months than we’ve seen in years at FGL. The other technology is, of course, Flash. Flash for web is a very volatile market right now. However, we’re still seeing very high cpms on the web, and think the Flash market is due for at least a small bounce back. In fact, one revenue source we have NOT added to our charts is Flash Ads. This is something we’ll change in the future as we’re seeing significant gains for developers using our FGL Ads for in-game Flash ads. With over $1,000,000 paid out to Flash developers already this year, one thing is for sure: the best place to make money with a Flash game is still FGL.
by Johnny123 on October 21, 2014 01:00 PM
by LDora on October 20, 2014 02:00 PM
by kimberlyfelix on October 19, 2014 06:00 PM
by Satori on October 19, 2014 01:00 PM
by LDora on October 18, 2014 05:30 PM
by LDora on October 18, 2014 01:00 PM
by LDora on October 18, 2014 04:00 AM
by Ferret on October 17, 2014 10:47 PM
Another Beta Friday is upon us, we have launched “Caribbean Admiral 2″ early as a Beta for AFG+ Members. Have you missed the sea adventures? Then jump on board, 12 towns and tons of fun and fighting await you! Investigations, trade relations, town sieges and a secret Viking’s weapon!
Follow any of the three branches of development – trade masters Europeans, the tenacious Chinese or the strong Vikings. Improve your ships and use cunning abilities to become a winner even from a losing situation.
by LDora on October 17, 2014 08:00 PM
by LDora on October 17, 2014 04:00 PM
by LDora on October 17, 2014 12:10 PM
by LDora on October 16, 2014 08:00 PM
by LDora on October 16, 2014 01:30 PM
by Tricky on October 15, 2014 08:00 PM
by LDora on October 15, 2014 03:30 PM
by Brian on October 15, 2014 12:37 PM
Mobile games publisher ‘Tamalaki‘ has been one of the most successful participants in FGL’s mobile platform and recently hit a big milestone. We caught up with Martine Spaans to chat about tech, monetization and what’s hot on mobile right now.
FGL_Brian: Before we get started, I wanted to congratulate you! You’ve hit several big milestones recently as a mobile publisher, including $10,000+ monthly mobile earnings last month. Is that $10,000 the total of what all your developers made last month?
Tamalaki: Thanks! That’s Tamalaki’s share only. Typically we take 10-20% depending on how many games a developer publishes with us. That means the developers we work with made nearly $50,000 last month.
FGL: That’s huge. You’ve also had two different games (Rory’s Restaurant and Blackstone) make it into the Google Play top 10. Do you attribute those successes to anything new that you’ve been trying recently?
Tamalaki: We’re always trying out new marketing partners and advertising partners in search for the best results. In order to succeed in this market you constantly need to reinvent your business since the ecosystem of the app stores changes so quickly. Thanks to the strong cross-promotion of all games that use the FGL Mobile Services we were able to build up a big following of Hidden Object fans over the last few months. We learned how to effectively release our marketing actions at the right moment to hit that sweet spot up in the top lists.
FGL helps us out with pretty much everything in that regard. Ad mediation layer, discovery and retention tools, QA, a complete and easy to use tracking dashboard, tech support, SDK support, distribution. All these services really free us to focus on the game and strategy of the monetization vs. all the technical requirements. On top of that, user acquisition is the HARDEST thing to achieve on mobile and FGL has lots of solutions in place to solve that. I know that if we can get the metrics right in a game then FGL can bring 100,000s of players to it.
FGL: Hidden Object games must have been hot for you last month. What kinds of games are you looking for these days?
Tamalaki: Since I started publishing in 2013 I specialized in Hidden Object games. I did try out some other kinds of games, but only the types of games that really resonate with my audience make sense for me to publish. So next to Hidden Object games I also put out Match-3 games, Point&Click Adventures, Puzzle games, Time Management, etc.
FGL: You’ve had a lot of experience with the ‘free-to-play’ game model. Any tips or advice you can pass along to the FGL developer community?
Tamalaki: Focus on your core game loop. Most F2P games are eventually about letting the player “grind” (play the same content over and over again) for more coins/points. If that becomes a boring repetition, you will lose your players.
Also, your meta-gameplay should be interesting enough, because that is where people will eventually spend some money.
FGL: Do you feel like your hits monetized appropriately in this manner?
Tamalaki: Blackstone Mysteries is a great example. The Hidden Object levels are fun to play, since they offer many different gameplay modes, level mastery challenges, a highscore list, etc. And every time it’s a surprise what reward you will get for completing a level.
Next to that the quests you get in the game are not the only meta-game system. There is also a Collections-system where you can earn Awards for completing item-collections. Check it out HERE and see what I mean
Tamalaki: Well, before we tried F2P we were mainly publishing Free games with Advertising revenue, and an ad-free premium version for 0.99USD. That worked well, but those games mainly had a beginning and an end. Once the user reaches that end, they will no longer see ads, so they will no longer monetize. This will limit the lifetime value of a player. The maximum lifetime value was 99 cents when they would buy that upgrade.
By making a game endless, you will have endless opportunities to show a player ads. That’s something we mainly discovered through the release of Home Makeover 1 & 2. Our first Hidden Object game without an ending. At some point people started emailing me “I’m at level 275. When will this game end?” At that moment we realized that people love to play on and on as long as the game allows it. And that opens up a whole new range of advertising opportunities, like showing people a video ad in exchange for some coins or extra energy.
FGL: You ended up experimenting with a Reward Video in Rory’s Restaurant, correct?
Tamalaki: Like I said in the beginning, we’re always looking for additional marketing and advertising partners to increase the benefits for the developers we work with. When we started working with an ad provider that specialized in Rewarded Videos we were happily surprised with the great results. Our players love to watch a 20-second video or to answer a few questions in order to get more playtime or some extra coins in the game. We first tried this out with Rory’s Restaurant and it really boosted the game revenue significantly. We even got complaints from players who upgraded to the premium version of the game that they were missing out on these ads now, so we actually had to update the premium version too to show these rewarded videos (which will only open when the player agrees.)
FGL: That sounds like a lot of work. How do you know which company to use? Do the videos have a consistent fill rate?
Tamalaki: Again, that is the great part about working with FGL. They handle all the technical needs, sourcing many different providers, monitoring the inventory, etc. This lets me focus on the developer and on the strategy of the monetization. Of course we’re closely in contact with FGL about all the new things and partners we can try out together.
FGL: Thanks for taking the time to share this with the community today, Martine. Is there a good way for developers to get in touch with you?
I’d like to thank Martine and the Tamalaki crew for answering our questions and sharing these stories with us. If you have any questions for Tamalaki, post them in the comments below! Know someone who would be a good candidate for the Community Spotlight? Leave a comment below, send a PM to FGL_Brian or send us an email at firstname.lastname@example.org.
by elle on October 15, 2014 04:00 AM
by LDora on October 14, 2014 03:00 PM
by LDora on October 14, 2014 11:10 AM
by LDora on October 13, 2014 04:00 PM
by LDora on October 12, 2014 08:00 PM
by LDora on October 12, 2014 06:00 PM
by Tricky on October 12, 2014 04:00 PM
by Lori.h on October 12, 2014 01:00 PM
by Johnny123 on October 11, 2014 08:30 PM
by LDora on October 11, 2014 01:00 PM
by LDora on October 10, 2014 10:00 PM
by Lori.h on October 10, 2014 08:00 PM
by LDora on October 10, 2014 03:00 PM
by freezairmsilvereye on October 10, 2014 01:15 PM
by Eric on October 10, 2014 03:26 AM
Just a quick heads up, it was requested that we allow Hero Account users the ability to add their own custom avatar icons, so that is now possible via your Account Edit page. Hopefully I can get something a bit more substantial pushed out for you guys super soon
Thanks for being awesome!
Today’s Featured Tank is the Diker by Sonicfan00!!!
Tank ID: E10097743
(Know of some awesome tanks you want me to show off? Post the code in the comments!)
by pozirk on October 09, 2014 11:23 PM
by Chris on October 09, 2014 08:33 PM
by Tricky on October 09, 2014 01:00 PM
by Johnny123 on October 08, 2014 08:30 PM
by Satori on October 08, 2014 06:00 PM
by pozirk on October 08, 2014 04:04 PM
I have moved from CPMStar to Adsense for games a month ago and started to earn around 3-5 times more from the same number of clicks/impressions.
Although, ti always depends on who plays your games, I suggest to try AFG, if you have such opportunity.
Here is a quick tutorial on how to use AFG with Haxe/OpenFL.
0. “AdSense for games allows you to earn money from your web-based games. AdSense for games uses Google’s Interactive Media Ads (IMA) SDK, the technology used to request ads from within your Flash-based game launcher.”
I have only tried AFG on Flash platform, but IMA SDK also available for iOS, Android and HTML5.
1. Download ima_lib_as3.swc file here: https://developers.google.com/interactive-media-ads/downloads
2. Place ima_lib_as3.swc file in assets folder and add the following line to your application.xml file:
<haxeflag name="-swf-lib assets/ima_lib_as3.swc" if="flash" />
3. Create your Ad Tag at Adsense Dashboard, you can test it here: https://developers.google.com/interactive-media-ads/docs/vastinspector_dual
4. Integrate AFG using this Quick Start Guide: https://developers.google.com/interactive-media-ads/docs/sdks/flash/v3/quickstart
Don’t forget to convert AS3 code to Haxe.
5. Most likely you won’t see any ads, when you test your game in standalone Flash player.
You have to integrate the game into the web page (and upload it to your website) and set the following flag:
6. If everything’s made correctly you will see ads like in my Rainbow Lines game.
P.S.: One of the requirements for using AFG is to “Have a high volume of games content, i.e., greater than 70% games content with over 2 million games impressions monthly.”
As Google has recently combined Adsense with Admob, your Admob impressions also count. (I suppose )
by Brian on October 08, 2014 05:43 AM
If you’re interested in joining us for some of FGL’s Community Events, be sure to check out our forums for updates on Game Jams and Contests! This week, we’ll be streaming LIVE on Twitch at twitch.tv/FGLGameNight. Drop us a follow to be notified when we go live! FGL continues the Community Spotlight series this week as we sit down with developer Keybol, creator of the highly successful ‘Belial‘ gaming franchise.
FGL_Brian: Hello, Keybol! Why don’t we start by having you introduce yourself and your studio?
Keybol: I am Bari Silvestre and I have made flash games and mobile games for over 4 years now under the developer name, Keybol. I work as a solo game developer here at my home in Pampanga, Philippines. I have collaborated with other artists to work on bigger games and use our names both in the credits. I have not really settled on a studio name, until now.
FGL: Oh, do you have a new studio name you’re ready to announce?
FGL: Nice! Any story behind how you chose that name?
Keybol: It was suggested by my high school friend who is also part of this team. We are making a fantasy game inspired by Castlevania Symphony of the Night. The game was conceptualized first, and so I told my team that we need a collective name to call ourselves and for possible future projects. A few ideas were thrown in. Eventually, I really liked Ferryman as it is a familiar term but not used so often. (Also Castlevania, one of my favorite games, has a Ferryman character.)
Basically, we will bring our players to new worlds with interesting stories and characters.
FGL: I’d like to highlight your Belial franchise for a bit. When you were coming up with the idea for those games, were you ever worried that the game’s dark sense of humor might not resonate as well as it did with the players?
Keybol: The very first Belial point and click adventure game was really made to have no restrictions. Brutal scenes and dark humor, but it actually got toned down from suggestions on FGL by reviewers and sponsors. I think it’s because I made it in 2010 where anything goes in flash games, and such games were popular back then.
I wanted it to be a platformer game back then, a mini Metroidvania, but my programming experience wasn’t as good back then
FGL: You may have wanted to make a different style of game, but the puzzle / point-and-click genre decision turned out to be very successful. In your subsequent games, even the action-heavy ones like Splitman, Primary Max, and Remove the Dinosaurs, you kept an element of puzzle / problem-solving. Were you a big fan of puzzle / thinking games when you were younger?
Keybol: Yes I am, not only in video games but also in books and magazines. I find it clever to solve them and even more to make them.
FGL: Looking at your whole library, you have a remarkable range of visual styles in your games. You have dark (like Belial), silly (Ninja Cradle), cute (Go Under) and minimalist (Pretentious Game / How To Make A Sequel).
Keybol: Some were incredibly polished and have tons of features while some were made in a day. The popularity of those games also varied. For example, Pretentious Game was made in a day but it’s by far the most popular game I have made.
FGL: Do you have a pretty good idea of what you’re going to do with the visuals when you’re coming up with game concepts and ideas? Do you feel like certain game genres lend themselves to certain visual styles?
Keybol: Ah yes, when I envision games, I have a good idea regarding how they should look. So it’s easy to tell the artists to go with this reference I show them. Then the artists will put their own touch in them and the game will just move on from there.
FGL: So, any new projects coming up you can share with us? What’s next for Keybol and Ferryman?
Keybol: I am doing a one button reaction game with Tower Defense aesthetic, so you control the attacking minions and try not to let them hit the game’s defense. Also Belial Ars Arcana is the flash game spinoff of the bigger game and is actually Chapter 3 of the point and click adventure game of the same name.
Belial Art of the Devil is in production (Sneak Peak here: https://www.facebook.com/belialgame). It’s already been previewed on TouchArcade and GamesInAsia and one Brazilian site. I have also showcased it here in a local Mozilla event and soon in GDC China. I’ll be in GDC China as Pretentious Game is one of the honorable mentions in the IGF Main Competition.
FGL: Congratulations! And thanks for taking the time to answer some questions for us today. Any ‘thank you’s or shout outs you’d like to give anyone before we wrap things up?
Keybol: Thank you to FGL and to my team in Ferryman!
I’d like to thank Keybol for answering our questions and sharing these stories with us. If you have any other questions for Keybol, you can follow him on Twitter at twitter.com/keybol or post in the comments below! If you know someone who would be a good candidate for the Community Spotlight, comment below, send a PM to FGL_Brian or send us an email at email@example.com.
by elle on October 08, 2014 04:00 AM
by LDora on October 08, 2014 12:00 AM
by LDora on October 07, 2014 10:30 PM
by LDora on October 07, 2014 07:00 PM
by freezairmsilvereye on October 07, 2014 01:00 PM
by Ferret on October 06, 2014 09:04 PM
As Clicker Heroes nears 3 million plays on Armor Games, we wanted to take a break from clicking on monsters to invite you to slay them with us. Kill monsters, collect gold, upgrade heroes, use skills, find treasure, kill bosses, and explore new worlds in this epic click-tastic adventure!
Already playing? Let us know how far you’ve gotten below in the comments…