![]() ![]() I noticed a dearth of space adventure games like the ones I used to play back in the 90s, like the Space Quest, Starflight and Star Control series. That’s how the idea for Halcyon 6 was conceived. We made a few games after Please Stay Calm that didn’t really move the needle, so we decided we needed to head back to our roots and make games we were truly passionate about. ![]() When did you decide to jump over to PC? Was it a hard switch? Even being featured by Apple or Google – and we have been – will only give you a few spikes. Only the top earning games like Clash of Clans or Game of War are able to pay that kind of price and keep their games in the top five.įor games that aren’t connected to a brand or license it can be hard to break that visibility wall. Skip to five years later and the price per install can climb as high as $4 to $12. And with our game making approximately $1.70 lifetime per player on average, it was easy math. ![]() Between those services and paying for video ad-based installs, we were able to pay 30 cents to 50 cents per install. There were services like App of the Day and such that were still able to propel your game/app to the top of the charts for a fee. We’ve had over two-million downloads over its lifetime.īack then, it was relatively cheap to market a mobile game. It was a zombie apocalypse themed location-based multiplayer RPG, one of the first of its kind – way before Pokémon GO – and I think that novelty helped it to become a decent hit at the time. ![]() Ken Seto: Please Stay Calm was Massive Damage’s first game. Post Arcade: In your opinion, what’s the biggest problem facing mobile game developers right now? We chatted with Seto about the state of mobile gaming, how Kickstarter helped get his latest game off the ground, and what it’s been like to move from mobile back to PC, which is where he got his start designing games on an old Commodore VIC-20. ![]()
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