More geeky data gathering
So far I’ve been collecting (and posting about) Mobclix statistics – impressions, clicks, revenue. While that’s certainly one way to track how my games are doing, I also get a lot of useful information from Flurry. There is a lot of data, and many ways of organizing / visualizing it, but here are some of the metrics I tend to focus on. Note that all of this is presented in aggregate, so there’s no way to track what any individual user is doing.
It’s time to start putting some thought into my next project. So far I’ve been banging out very casual games that I can put together in a relatively small amount of time (and learning Java, Android, and libgdx as I go along). But everyone’s telling me it’s time I got serious and worked on something more substantial. Which frankly makes me a little nervous. Between work and a toddler, I have a couple of hours of free time a day. At that rate, I’m talking several months of work to put together a reasonable game, which means a fair amount of disappointment if it isn’t received well. But hey, nothing ventured nothing gained, right?
This is the first of a series of blog posts about this project. This will be my development journal, it’ll probably also be my game design (since I didn’t bother with one for my previous attempts, and I doubt I’ll make anything more formal than notes in a blog), and it’ll contain a lot of rambling. So let’s get started.
I’m going to start keeping track of Mobclix revenue numbers for all my apps, not just Bus Jumper. This is partly in the hope that one day I’ll write another game that’s somewhat successful like Bus Jumper, or even better. And it’s good to keep track of the other work I’ve done, even if it doesn’t make much money
After writing my previous post on alternative Android markets, I went back and took a closer look at all the marketplaces where I had listed my games. I found a few that I had overlooked for a couple of reasons:
- I couldn’t find the page which showed me download statistics. This was mostly my stupidity / laziness, because for at least one of them, the statistics page was right in front of me
- The default statistics only showed downloads over the last month. Again, my mistake for not noticing this
So I decided to do a better job of collecting data, to be sure that I’m not discounting a marketplace where I’m getting decent downloads. The table below lists the marketplaces that I’ve found interesting, along with download statistics for each one. I also listed the date on which I published the game on any market (since that varies quite a bit), and calculated an average ‘downloads per day’ for each market, so I can compare them more or less apples-to-apples.
Is that awesome or what?
The way Mobclix pays you is a little complicated. Different ad networks have different payout schedules, so you get paid when the ad networks pay Mobclix. I believe most networks work on a “net 60″ basis, so you get paid 2 months late, which means the July invoice is for income earned in April. At that time I only had sCatter out on the market, started with Mobclix on the 24th, and earned $0.18. I guess $0.07 came from ad companies that have a payout schedule that’s more than 60 days. In addition, you only get paid when the pending invoices total $100 or more. I released Bus Jumper in May, and it made $55-60 in May and June, so if I did my math right, it will be September before I actually get any money from Mobclix. But hey, I have an invoice
According to my Flurry analytics, ‘Drippy the Raindrop’ crossed 1000 downloads yesterday, but the Google market only shows a little over 500 installs. So for this game, almost half my downloads have come from non-Google Android markets.

