Finally, the release of Bloo Kid 2 is imminent! The game will be out for iOS on Thursday, 6th of March. Time to recall the story of Bloo Kid and the story of a three-years-lasting success.
This is a rather unusual blog post. Don’t Panic! I will publish “regular” reports again soon, and I will also make up for the couple last months where I did not find time to post. This post is more or less a complete “reprocessing” of Bloo Kid part 1, covering the first ideas that came to my mind, the realisation, the release, the updates and of course the revenue I generated with it.
I started creating Bloo Kid about THREE YEARS ago when I started my “carreer” as a completely independent game developer, and the game and myself have since come a very long way.
I will comment all important steps that the game took during the last three years one by one, so you can see the whole picture in one blogpost. Regular readers of my blog will come across many things that they have already read in the past, but I wanted to sum it all up in one blogpost, so repetition was inevitable.
Alright, here we go…
The company I was working for (and which I had co-founded back in 2009) closed its doors due to a change of mind of our investors. I started working at another company on an interim basis but already had plans to start all over again as an independent developer.
Two months later, I quit the aforementioned company and grabbed some governmental funding which consisted of 9 months of unemployment benefits plus some bucks for health care. Then I started working on Bloo Kid. Due to technical limitations of the Corona SDK which I used at that time, I decided to create a “one-screen-platformer” that combines ideas from Mario Bros. and Bubble Bobble. The visuals were heavily inspired by the wonderboy game-series. Check out the trailer below.
July 19th 2011
After two months of intense work, the first version of Bloo Kid was released to Android phones. The game contained 60 levels spread across 5 worlds and was using Admob to display ads. Even though the game hit 10k downloads after two weeks, the ad-revenue was abysmal: About $2 a day, which was nothing to make a living out of.
August 3rd 2011
The iOS version of the game was released. I split it up into an ad-supported, content-limited “lite” version, and a paid “full” version priced at $0.99. The first week saw about 50 sales a day which made me very optimistic. But shortly after that, it dropped to 1-5 sales a day which was a total bummer.
Ad revenue was not very high, but constant. I released a content-update which added 2 new worlds, bringing the number of levels to 84. With the update I also changed the ad-provider. That increased my ad-revenue and I was able to make a few $100 bucks a month, which was still not enough.
During the same month I discovered “by incident” that games made for kids seemed to be very promising, so I started making games for kids and made enough money to keep on making games.
Nearly a year later I decided to give away Bloo Kid completely free. since nothing had changed to the original situation and I still made only about five sales a day. I kept the “paid” version but added all the content to the “free with ads” version as well. That was the point were the game took off. Downloads were growing daily, and so was the ad-revenue. Read the full story in my July 2012 report
Ad-revenue from the game was growing constantly, and in November 2012 I changed the ad-provider again. This time, I started using RevMob and managed to increase my ad-revenue dramatically. Read the full report here.
I added gamecenter support to the game, boosting the games popularity once again. I also added iAd advertising. The free version of the game had already surpassed 500k downloads and the user base was growing daily.
It took a while until iAds were working correclty in the Corona SDK, but in the February 2013 report you can read how I switch between the different ad-providers during the game.
Bloo Kid was featured as the “Free app of the day” at http://appturbo.it/ and got 103k new players on a single weekend. You can check out the full story in the april/may report.
Now, three years later, the free version has reached 2,5 million downloads and the game is perfoming now better than ever before! It is hard for me to understand why a three-year-old game is still making that much revenue. But why should I complain? The game took me two months to make (plus another month for the content update) and has already earned me more than an annual salary.