Sadly not. It's doing a lot better now than it was, and the player-base is starting to expand, but it's still going to be a while before this game turns an actual profit. It's the other comments. For the last three weeks I've been beavering away night and day on a shameless iap money earner, as a side project whilst the others tested the last monsters update. I'm hoping it will help fund us to continue developing monsters, and I wouldn't be shocked if it surpassed it's earnings on opening weekend. It's slap bang in the zone that everyone loves to hate, but needs must and I don't expect many here to play it one way or another. And it's not even a flappy bird clone.
I will download and make in-app-purchase on day one and tell everyone about it! I am glad great minds think alike and you are already on the money! For the record I never spend real $$$ in iap games (except Puzzles and Dragons, the only game to break my rule), the most successful iap games are super generous and gives you a ton of premium currency along the way to lure you into spend real money. I find the challenge of these games to be perfect without real money. I am confident once you go all out, you can easily have a top 50 grossing game that actually stays there. The reason I gave you feedback no one else on this forum would, is because I absolutely positively hate the trash that is on top 100 grossing. There is no shame to lose to Clash of Clans or Puzzles and Dragons, both are amazing games in their own right. Even Candy Crush is really well made and extremely polished. Contrary to the opinion on this site, it is every bit as difficult to make a #1 freemium game as it is to make a #1 paid game. But Kabam trash and slot machines and all the junk that have no business in there, it is because talented development teams like yours are too self-righteous to utilize your talents to utterly destroy them. Big studios have turned the corner, Square is making pure IAP games that will bring in more money than any of their dinosaur ports or even their new final fantasy's, EA is doing extremely well with IAP titles, I hope Rockstar make a full IAP GTA game. It is 2014, either you spend 5 years to make the next GTA/Elder Scrolls on PC/console OR you go IAP. Everyone else in between will be killed in due time. TakeTwo made like 800 million revenue with their entire portfolio of games including XCOM Unknown on all platforms, Clash of Clan kills them with one game! King.com is making billion dollar revenue and hitting huge IPO's. Believe me when I say your team has all the strength to do it, from the work I have seen, start with your first freemium title and you will be there! There may be people in your team too stubborn to join the dark side, as the leader of Rubicon it is up to you to lay down the hammer and take your company to the top! I am deeply concerned "others tested the last monster update" while you worked on what is far more important, time to give them the Glen Ross speech: https://www.youtube.com/watch?v=8kZg_ALxEz0
I am making a "kabam trash slot machine" btw, just before you get too carried away. Even I can't get too much done in three weeks. It's actually a penny falls machine. But it's a bloody good one.
Given our paid games make very little either, and that most other devs make similarly low incomes, I kinda lean more this way:
I firmly believe it is because most developers on Touch Arcade put themselves in a bad situation from the get go. In fact, winning the Touch Arcade game of the week award means you most likely lost your shirt, because you put in way too much contents for pennies and no-IAP. http://www.appannie.com/apps/ios/top/united-states/overall/?device=iphone I don't understand why so many developers complain it is hard to make a living with paid games, when literally 100% of the top 100 grossing games are freemium. If you are not playing to win you have no chance whatsoever! If you are doing it as a hobby it is fine, if you are doing it full time you can not put yourself in an impossible situation from day one. The most profitable freemium games are all very generous with rewards, you can get very far without spending a dime and you can in theory obtain just about everything paid players have with (a lot of) time and luck. But there is infinite amount of items to buy to reduce/eliminate the grind. And it is very tricky to balance progression with pay wall, so your players are motivated to spend money AFTER they get hooked onto your game. I really believe it is possible to have very high quality freemium games if talented development teams such as yours embraced it. I find the difficulty level of the best freemium games to be perfect and they usually always have a "build a character/deck/empire" element that makes it much more addictive than say, beat the next 5 levels. I am a little bit disappointed you only spend 3 weeks solo on a slot game and expect it to do much. I really think you need to get your entire team on the same page and lay down the hammer. I hope you have a hit but let me tell you a story: In China, nine writers collectively created a fantasy series of books and tried to make it a cohesive universe. Their leader tried to commercialize it but the team wanted to please their fans. The leader ended up abandoning his entire team, took intellectual properties under his own name, and spawned a brand new series because he realized the original series was too niche of a market and the business model they had was completely flawed. He became the #1 best selling fantasy author in China after he went solo and he is about to strike movie deals. You carry the same potential, because your interviews sound exactly like him before he was rich, that is why I am writing to you to begin with. He was and still is one of my favorite authors of all time, and true fans cherish their heroes and understand their choices.
By the way, even successful indie developers are leaving way too much money on the table. Example: Mika Mobile who probably made good money with Battle Heart and Zombieville games at least during the opening weeks, but he left millions of dollars on the table. I don't think his hideous graphics stand a chance now on top grossing as the app store is much more matured. Imagine if he went freemium with Battle Heart and added a card collecting element, like this: http://www.appannie.com/apps/ios/app/dao-ta-chuan-qi-dong-zuo-ka/ This game hit top 10 grossing in China very quickly, and I think will do very well here in America. It took DOTA characters and mixed with a bit of Battle Heart, the typical card power up / evolve / roll for rare formula, and became a huge hit as the first release from a new studio. Let me know if you ever have appetite for something like this. I guarantee it will be a huge hit. I can invest in a project like this.
Oh you'd be surprised how much can get done in three weeks by one programmer and one artist when they're both know their shit! </hubris> I don't actually expect it to do much tbh. Most if not all the high earning freemium games spend 1 million dollars a day in user acquistion to go on and make 200K a day in net profit. Those numbers are fantasy land to the like of us so it's not happening. However, my definition of "not much" has been sharply down-sized since going mobile indie. I'm happy if it makes 200K per lifetime, esp for something of around 6 man weeks dev time.
Waited for this update for so long but it was well worth the wait. So many new cards, the card forge is great and a new race of monsters shifts strategies again.
bought this on the first day it was out, but never got around to playing it until 2 day ago, when i saw the update. fun game, bought the tripler and am eyeing that super chest. but worried it will ruin any kind of challenge later. i mean 20 legendary! seems to be way overpowered even if cheapish (8 bucks) i want to earn a couple of good cards here and there, btw how long does it take to show you all the cards you get when your getting like 300. i picked archer as the starter, and am having difficulities, either i get a few guys out and totally dominate, or i get 3 or 4 enemies rushing me, and killing all my guys quick. plus my main has only like 27 hitpoints, when the enemies main has like 50.
It's six bucks for the mega pack. It is *extremely* over-powered for its price, which is why it's a one off deal. Mainly it was added to help new but keen players get their decks kicking, as the sheer bulk of new cards can make it a lot more unpredictable. For an archer deck, make sure to keep him at the back and use your range advantage. It's not running if you shoot back as you go. Soon as you get some good ones, put a few warrior or mage "meat shields" in your deck to keep the crowd back. Sounds obvious but I don't see much of it in evidence in online replays from archer players. <tl;dr>They're the most powerful, but also the easiest to get wrong.
yeah your right. never thought to add other classes to my deck. ha. seem dumb now... i never went into the deck editor, maybe now its time. thanks for the cool game rubicon. i have really enjoyed all of your turn based games. shame you aren't making a fortune
I'm sure you will You got a few pound from me and it's one of the games that never leaves my iPad, I don't play it all the time to feel I'd be good enough to play online but I do like a game here and there offline. Just the right mix of turn based and card collecting. Looking forward to seeing the new game.
Jungle Coin Falls Rubicon Free Games, Free Coins. Roll up, Roll up. You've played the rest, now try the newest and best. Play this classic fairgr… Free Buy Now Watch Media DetailsFree Games, Free Coins. Roll up, Roll up. You've played the rest, now try the newest and best. Play this classic fairground game right now, right in the palm of your hand, and we even give you the coins for FREE! Progress through the game to unlock or upgrade over thirty special features, special coins, special bonuses, precious jewels and collectable toys - this game has it all. Each time you level up, there's always something new to see, so you'll be coming back again and again for just one more go. Who knows what that next level up will unlock... Main Gameplay Features: - Impressive, state of the art 3D graphics - Amazing, state of the art realistic physics - Many special coins and prizes - You even get candy! Collect them to start special features - 25 rare jewels - collect and cash them in for bonus coins - 38 achievements - can you complete them all? - 100 collectable toys - Daily Bonuses - A sommersaulting monkey. What else do you need after that? We supply free coins as you play, and you even earn some whilst away from the game. If you want to play even more than that, there are both free and cheap options to get tons more coins. (These are provided by advertising and/or in-app purchase. Neither are required to fully enjoy the game.) A personal note from the developer: "There are many coin dozer clones on the store, but I've tried to bring you something actually original, written from the ground up and developed with passion. I hope this comes across when you try the game out, and if you like what we've made, please tell your friends - we don't have the marketing budget of the megacorps." -- Paul Johnson. What are you waiting for? Download and play today, for FREE! Information Seller:Rubicon Genre:Arcade, Casino, Family Release:Mar 13, 2014 Updated:Oct 10, 2014 Version:2.3 Size:27.9 MB TouchArcade Rating:Unrated User Rating: (14) Your Rating:unrated Compatibility:HD Universal actionrpg8000 Well-Known Member Sep 17, 2012 195 0 16 #599 actionrpg8000, Mar 22, 2014 Did something happen with the accounts in this game? I recently got an iPad and installed this game, and put in my account from when I had this on my iPhone. It listed me defeating the tutorial stage, and had like 10,000 rubicoins, but had none of my cards, decks, or heroes. It just had my initial hero of Doc Pain and the basic fighter deck. Rubicon Well-Known Member Feb 22, 2011 1,535 1 0 Lead Programmer, Chief Bottlewasher Isle of Wight, UK http://www.rubicondev.com #600 Rubicon, Mar 22, 2014 Are you sure you didnt have a different account logged in whilst making more progress? (All that data you listed is in the same place, so it's not possible it could've gotten out of sync with each other.) (You must log in or sign up to post here.) Show Ignored Content Page 30 of 33 < Prev 1 ← 28 29 30 31 32 → 33 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Did something happen with the accounts in this game? I recently got an iPad and installed this game, and put in my account from when I had this on my iPhone. It listed me defeating the tutorial stage, and had like 10,000 rubicoins, but had none of my cards, decks, or heroes. It just had my initial hero of Doc Pain and the basic fighter deck.
Are you sure you didnt have a different account logged in whilst making more progress? (All that data you listed is in the same place, so it's not possible it could've gotten out of sync with each other.)