
I’m doing this to perpetuate the fine indie game dev tradition of sharing data on indie game revenues, and also, as a means to share any non user abusive new revenue creation technique I come up with (I fucking hate the word “monetization”).
Ad revenue
Gamejolt: $2.29 (4,398 Impressions)
Kongregate: $0.03 (36 plays)
Newgrounds: $0.00
Donations
itch.io: $0.00
Sales
Still no games on sale, that will probably change soon, but for the time being you can’t go more indie game dev than that :)
Total: $2.31
This are my results as a solo indie game dev during December.
So far so good, once again I’ve more than doubled my ad revenue from last month, mostly because of Gamejolt ad revenue, because I was mentioned on indiegames.com as “Browser Pick”, generating tons of inbound traffic (and making my indie game dev ego soar)
I still think that participating on the Charity Game Jam was totally worth it, as it is the thing that gave me enough visibility in order to get reviewed at indiegames.com (where they linked directly to the game on Gamejolt).
I continue to be delighted with Gamejolt, and disappointed on the revenue coming from Newgrounds, tho my games get a lot of traffic it does not reflect on revenue, I do OK on Kongregate without any intervention from me, tho it gets very little traffic.
So, I’ve decided to keep releasing my games on Gamejolt, specially now that I’ve integrated leaderboards and trophies, I’ll work on Kongregate API integration to increase my revenue share, and I’ll release on Newgrounds only for visibility, as I plan to release some games for the Windows 8 Store (before getting back to iphone game development) and I’ll be linking from all these portals.
Like I’ve said before, when you are an indie game dev, you’ll see that everyone offers unparalleled revenue share opportunities, but in the end, you need to make choices on where to distribute your games as the process can get very time consuming, overcoming any gains.










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