Hiển thị các bài đăng có nhãn iphone game. Hiển thị tất cả bài đăng
Hiển thị các bài đăng có nhãn iphone game. Hiển thị tất cả bài đăng

Thứ Ba, 10 tháng 1, 2012

Puppy lovers unite as OMGPop pulls in $20k daily from Puppy World

That's a heck of a lot of doggy biscuits... Released in late July, OMGPop's Puppy World on iPhone / iPod Touch has been downloaded over one million times, and currently sits at #54 on the iTunes Top Free Apps chart. While not one of the most social-heavy games on the App Store (although the app claims you can share puppies with your Facebook friends), that doesn't mean it's not a profitable setup. In fact, players are apparently so in love with puppies that they're paying $20,000 per day on the game's virtual goods.

As reported by TechCrunch, OMGPop's CEO Dan Porter has offered some stats about the game's progress so far (unfortunately, there's no infographic to go with them - we love infographics). Of the game's 1 million downloads, a quarter of those have resulted in daily active users returning to the game. What's more, when taking all users into account, each user spends an average of eight cents per day on virtual goods that are available within the Puppy World app (players can purchase premium decorations, or can even buy their way out of quests with premium currency). While it wasn't revealed in exact detail, Puppy World has many players that spend sometimes more than $50 on premium currency packages, with all spending adding up to over $20,000 a day.

To bring in those users, Porter claims that 20 percent of users are downloading the game based on adds they've seen on OMGPop's website and on Facebook app pages, while viral sharing and exposure on the iTunes app charts accounts for a larger portion: 60%. The final 20% is comprised of users that responded to paid advertising. Do the math, and Porter states that "For every user we pay to acquire we are seeing 6 more users for free." That's pretty impressive, all things considered.

Of course, many would argue that in the world of social and mobile games, success is found over the course of a marathon, and not a sprint. Sure, OMGPop may have a hit on their hands now, but how long will it last? Porter admits that the game isn't without flaws, especially when playing on older iPhones. "If we had to do it all over again, we would have only supported iPhone 4," he says. He attributes many of the app's one-star reviews to the app crashing on older phones.

With such simplistic gameplay as waiting for puppies to grow before giving them over to happy children, mixed with some light animal care-taking tasks, could Puppy World even have enough content to sustain a port to Facebook? I know I'd be interested in these adorable puppies making the switch, and with profits like these just on the iPhone, we're excited to learn if that becomes OMGPop's next logical step. We'll make sure to let you know if it is.

Thứ Tư, 12 tháng 10, 2011

Theme Park coming to iPhone, iPad this year: Get your tickets ready

Here's a piece of news from this year's gamescom convention that I'm genuinely excited about: Theme Park (you know, the classic mid-90's amusement park simulator) is coming to iPhone and iPad later this year! The game is being rebuilt from the ground up and will be released by Electronic Arts as a freemium (free-to-play) title with some premium extras.

Digital Spy has captured some details about the new game, which will allow you to build new rides and attractions with their construction (and profit intake) taking place in real time. You'll have a "Park Rank" that serves as your level, with new rides being unlocked as you level up, or you can use a premium currency (we suspect they'll be called "Tickets") to unlock items and complete other tasks without waiting.

Similar to a city-builder, Theme Park will allow you to expand your amusement park by purchasing additional plots of land, and will then let you style the entire park in a number of themes: pirate, futuristic, and natural/organic being just a few of the announced examples.

While you'll eventually be able to let your park earn money over time without interaction, you can also use your device's touch controls to interact with items like the bouncy castle (by poking it) or the swinging ship by flicking the ship with your finger. To add more flair to the game, EA will use its many franchises such as Mass Effect, Dragon Age and Dead Space to inspire new rides or perhaps even themed areas in your park that will be available to build or otherwise purchase. We can only imagine that those sorts of items would cost premium currency, but a girl can hope for a free dragon statue, right?

As more news launches about Theme Park (including any details about its assumed social features), we'll make sure to let you know. For now, I'll just keep myself busy with my other versions of Theme Park while dreaming of new park ideas for this one!

[Source and Image Credit: Digital Spy]

Are you excited about Theme Park for iPhone / iPad? What sorts of rides or themes do you hope EA adds to the games? Are there other EA games you'd like to see integrated into an amusement park? Sound off in the comments.