blackmoondev

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Everything posted by blackmoondev

  1. Fill the form - they'll contact you with all the details - https://docs.google.com/forms/d/e/1FAIpQLScMUkn3OkqotmEwSTwsACJO0RZlc_Af-2yvh84gWIp1KGlfAA/viewform
  2. We have two games on the platform. It's pretty nice and cool, the api isn't very hard to add. Process of dealing with Google is quite long though (as you could imagine).
  3. Hey. Some info from us. Please note this is an info for a full catalog of our games (88 titles in total, 5 new games added in 2019). Browser Html5 games - we (team of 5) make a living out of it. Some licenses, some b2b deals, some ads. Facebook Instant Games - was super nice in 2018. In 2019 our reveue from games (old and new) is rather small. Still makes a little sense to publish new games there. Mobile games - zero. null. nada. Not a single dollar.
  4. We have a PC running inside the arcade with http server and https://joytokey.net/en/ - so it's super easy to run any html5 game (just need to map the joystick to keyboard and make the game be playable with the keyboard easily).
  5. Well, you sell the licenses for as much as you can negotiate. Of course it's much easier to sell a licesne for a well polished game, but I saw some totally shitty games go for lots of money. And then I saw people who bought those shitty games making way more money, cause the games got viral/popular/featured. Try to sell your first game. Make some contacts. Learn what are they looking for. See how your game is performing. Optimise. Have some new ideas. Make another game. Try to sell that one as well. Repeat.
  6. There was an event in London where Instant Game team talked a little about this. Basically - the most important metrics are: 1. Retention 2. Virality (number of players that sent the invites to others, number of shares, percentage of the accepted invites etc.) 3. Loading times and number of players that closed the game while it was loading There's an iniital boost when launching the game, but it's quite small and only serves the purpose of feeding the algorithm with enough data.
  7. Honestly I have no idea what's the limit right now 😕
  8. Hey:) Congrats on finishing the game! There are quite a lot of options for Html5 games - putting it on the store/website with ads (you can use your own website or upload to sites like kongregate.com). You can put it up on itch.io to show it to the world:) If you are interested in selling some licenses - there's a part of this forum called "Sponsor and Portals" where we discuss that in detail (you have to gather some "reputation" for this section of the forum to unlock). Good luck:)
  9. http://brackets.io/ - it's open source and have Phaser syntax completion plugin
  10. You can report stolen Instant Games using this link - https://m.facebook.com/help/contact/634636770043106
  11. I'll be there:) btw. Facebook has pretty massive schedule for the GDC about Html5 games - https://www.facebook.com/business/events/game-developers-conference
  12. A new game jam game:) This was has been made in Phaser for Global Game Jam this January. It's called "Seba Krul Wienzienia" and it tells a story about a young criminal, who needs to gain power and influence by transmitting secret messeges while in jail. Check the game at https://blackmoondev.itch.io/seba-krul-wienzienia
  13. New game by BlackMoon:) It's called "Twinz" and it's a cute perception based puzzle game. You can play it against the clock or against a friend in a local multiplayer mode. We have an online multiplayer mode for this game nearly completed as well. Play the game in your browser at http://twinz.blackmoondevgames.com/games/twinz/ All the feedback is most welcome as always:)
  14. Hey there - the Facebook Instant Games program is currently in beta. You need to apply for access for the program and Facebook needs to grant it to you before you are able to go through the docs, prepare and upload your game. Here's a link for sign up - https://www.facebook.com/help/contact/173350173135692
  15. We've came back to one of the first game done in Html5 (round 2012) and remastered it - here's the result:
  16. They are "thinking about introducing" rewarded video ads at some point. Which doesn't say anything really:)
  17. I'll give you our personal experience of different ad networks: Google AdSense for Html5 games - you are right, they are in beta and it need approval from Google to be able to use the service. CPM is around $3. No problems with payment or anything. That's our only network atm. and I think it'll stay like that. Leadbolt - CPM was close to nothing (like $0.001). We were testing that few years ago, I don't know if it got any better. AppNext - we had pretty sweet CPM (around $6 - especially on iOS). It was working nicely until one day I got an email saying our account has been deleted because we supposedly violated the terms. No explanation was given as to what wrong we actually did. They took our monthly earnings (all good accordingly to the terms). I tried to contact them over email but they said they can't give me any additional information.
  18. We use AdSense for Html5 games. I guess we'll introduce options to buy stuff in games in 2018 - we haven't done that yet.
  19. Facebook Instant Games being the biggest I guess. All other chat/social apps coming closely behind (Kik, WeChat, Telegram, VK). Kongregate and Miniclip both fully supporting Html5 games. Quite a number of smaller apps, devices, portals opening/starting their games sections with Html5 support. At the top of it - all the publishers that were there since 2012 still staying in business (Coolgames, Softgames, Famobi, GamePix, Spil).
  20. For me 2017 was a year of many new, interesting opportunities rising for Html5 games. We'll see in 2018 where all those new platforms will lead us and would it be better or worse than the old-fashioned licensing market.