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If you are making a game startup to build and distribute games on iOS and Android stores, our guidelines will help you to make everything correct and possibly succeed. This guide will be much helpful for new people and companies in the industry.
A gaming startup could be your long dream or a strictly planned investment in a new business. But in any case, it is started from the market analysis and understanding of the idea (game concept or the prototype) could be competitive, how many competitors are there on the market, how this type of game is popular, etc.
Depending on the game mechanics and other side features, the budget for the development varies. Some game mechanics are simple, quicker, and cheaper to build like hyper-casual games, but other games are much more complex, take more time and money, e.g. real-time multiplayer games.
While planning the development budget, it is important to plan the marketing budget also. Larger and more competitive games require bigger initial budgets for marketing because a game will never boost without UA.
The game should have documentation about all parts:
There are two ways to proceed with the first game: build the MVP or move directly to the full development.
If the game is new, we suggest releasing it on the test market – it is called the soft launch. The game is released on one store (e.g. Apple Store and Google Play in Canada) to test it on real people but not on a too big audience. First of all, it is used to catch and remove existing bugs. Besides that, the game retention and user behavior are tested to see how users like the application. Once the test is done, the game is ready for the global launch for all stores.
Developers should plan at least the same budget for the marketing as they spent on the development. The best option would be to set the marketing budget much bigger than the development budget.
There is a 99 percent chance that the game will not receive organic traffic without buying traffic and will get lost in markets. We leave 1% of the chance for cases when the app can be promoted by Apple (Editors Choice, App of the day or get one of their categories) or Google, but this is rare and fortunate, and developers shouldn’t rely on it.
The application marketing should at least include:
When it comes to the marketing phase, there are two basic options to proceed:
There is much more to tell about marketing depending on the game, marketing budget, existing ad channels, networks, approaches, etc. We will cover this topic in a separate article.
For the hyper-casual games, it is better to work with existing publishers like Voodoo, SayGames, Homa, SuperSonic, etc. They already have the infrastructure and resources to test your game CPI and retention to see if it shows positive results. In case yes, they boost the game with tons of traffic. But the game test results should be very high. For example, CPI should be less than 0.25 USD, and retention D1 should be at least 40%.
Successful and profitable games should get new content and updates. If the game shows positive data and becomes profitable, it should be supported by releasing new features. Types of live ops can be:
At further phases, developers do A/B testing of the new content and app updates to see the performance, retention, other data and proceed with better options. For example, the application icon is periodically changed to test different performance and impression rates.
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