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20 million downloads later: What First Touch Games has learned about free-to-play
Score! was part of Apple’s 12 Days Of Christmas promotion, in which over the course of 12 days a different piece of paid content is given away for free. Score! was only one of three games included...
- Posted 22 days ago
Better freemium design | Motor World: Car Factory
This is a guest post from consultant Ben Sipe crossposted from his blog As a Game & Monetization Consultant I’m constantly playing mobile games. I tried to play every game that popped up into the Top 100...
- Posted 32 days ago
Experiment and learn after launch: sales figures from Zombie Outbreak Simulator
This is a guest post by Saxon Druce from Binary Space Games, crossposted from his blog. As an indie game developer, I find it very helpful reading articles by other indie game developers about what did and...
- Posted 45 days ago
Seeking players, making games: why Hide&Seek is crowdfunding
Having a proper relationship with an audience who values our work feels like the most important next step we could take as a studio. Enter Tiny Games.
- Posted 54 days ago
[Gamesbriefers] Will 2013 be the year of disillusionment for mobile?
In 2012, both F2P and mobile gaming did amazingly well, until pretty well everyone would admit that they have their upsides and are here to stay. Legions of ex-console developers have dived into mobile. How much of a...
- Posted 131 days ago
Mobile apps data challenge
How well do you know your industry? Care to test your knowledge of users, platforms and market leaders? To help you get your facts and figures right, Taptica have shared this data challenge with us. See if...
- Posted 133 days ago
Why Apple doesn’t care about the Appstore
$7 billion sounds like a lot of money. That’s how much Apple has paid out to developers making apps for the Apple Appstore since the Appstore was launched in 2008. Given that 30/70 split in the favour...
- Posted 137 days ago