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It has interstitial ads and banner ads that refresh during the middle of gameplay. For most game developers this is an absolute non-starter and considered a terrible game experience. I absolutely would not call that a "refreshing" take on freemium game design.

Not to mention that it probably has horrific monetization and despite its high download titles it likely has poor revenues. Fine for a small development team, but terrible compared to industry norms.



He claims that the ads are making him $50,000 a day, which adds up to a few million dollars before the game dies. Totally fine for a solo dev in Vietnam. Sure the ads could be optimized, but given the game's simple pick-up-and-drop viral format, ads are definitely superior to making this kind of app paid or IAP instead.

http://www.polygon.com/2014/2/6/5385880/flappy-bird-collects...


Exactly. Fine for a solo game developer, but when compared to most top grossing titles which regularly eclipse $250K/day (and are also long-lasting, whereas I'd guess Flappy Bird falls off the radar within a month or two).

Ads never monetize close to the revenue that you can make from IAP - a typical ad installation will make between $0.005 and $0.01 per daily active user, whereas a decently monetizing free to play title can make between $0.03 and $0.20. Smaller userbase titles like card battlers can make upwards of $0.50.

Again, fine for one guy, but I wouldn't call this a raging success of a title and something that free-to-play game studios will use as a framework, by any means. If it takes 50 million installs to make $50K/day, that's a really bad thing.


"which adds up to a few million dollars before the game dies. Totally fine for a solo dev in Vietnam."

Totally fine? I would rate it quite a bit higher, especially in Vietnam, with a GDP per capita of $1755 per year (http://data.worldbank.org/indicator/NY.GDP.PCAP.CD)




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