This post is from a low-reputation account and contains an unverified outbound link. Be cautious before clicking external links.

My slime game showed 0.29 ads per player in October, and my own timers caused it

Words
248
Reading
2 min
1h
Listen to this post
~2 min

I make Slime Making Simulator: ASMR, a free slime game for Android and iOS. It has interstitial and rewarded ads https://play.google.com/store/apps/details?id=com.dumbgamelab.slimesimulator&referrer=utm_source%3Dhive-mobile-games%26utm_medium%3Dcommunity%26utm_campaign%3Dhive-mobile-games

This week I finally counted ad impressions per player for October. Version 2.0.2 had 157 players and 46 impressions in total. That's 0.29 per player, and I wanted at least 1. Version 2.0.8 came in at 0.24 across 187 players, so it wasn't a fluke

The game logs every time it decides not to show an ad, so I read those logs. 44 skips came from the grace period at the start. Another 17 came from the ad not being loaded yet or from the minimum gap between ads. Day 1 retention was 8 percent, 11 of 134, so most people were gone before my timers would ever allow an ad. AdMob says about 0.80 dollars for the last 8 days. I spent weeks on how the slime squishes and never checked whether an ad could actually appear

Since 2.0.6 there's a 40 second start with no ads and 150 seconds between ads. The review prompt after the first slime is gone, and the game retries the ad request at 10, 20 and 40 seconds. If you play a lot of mobile games, how long do you usually get before the first ad, and has a game ever hit a number that felt right to you? 2.0.10 did 0.75 per player on day one, but that was 12 players, so I'm not reading anything into it until November 4

My slime game showed 0.29 ads per player in October, and my own tim... | Ecency