Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Ad Revenue Notes

7
Posts
1
Topics
1
Followers
A member registered 15 days ago · View creator page →

Recent community posts

That is a really useful comparison, thanks.

The split between platforms makes a lot of sense to me: on itch, keeping the game free without ads can help with trust and discovery, while on mobile stores an ad-supported version plus an ad-free purchase may be more acceptable because players already understand that model.

What I find interesting in your example is that the ad decision was not only about monetization. It was also connected to distribution and player-base growth.

It sounds like the practical strategy is:

- use itch as a low-friction, no-ad discovery channel

- use mobile stores for the ad-supported version

- offer an ad-free purchase for players who want it

- avoid forcing the same monetization model on every platform

That feels like a much better framing than asking “ads or no ads” in isolation.

Thanks, this is useful context. I think the platform distinction matters a lot here.

On itch, I can see why ads would feel like a bad fit, especially if the game does not clearly disclose them before download. Players here seem to expect either paid games, donations, community support, or optional extras rather than mobile-style ad monetization.

For mobile app stores, the decision may be different because rewarded ads or opt-in ad moments are more common, but even there I agree it should not be added by default. It probably only makes sense if:

- the game already has enough retention

- the ad placement is optional or clearly separated from core play

- players know what they are getting

- the ads do not turn the game into something that feels like shovelware

So my takeaway is that ads are not just a revenue question. They are also a platform-fit and trust question.

I’m trying to understand how small mobile or F2P game developers think about ads.

For people who have released a free game, how do you decide whether to add ads or not?

Do you usually look at:

- player retention

- session length

- number of daily active users

- ad placement

- rewarded ads vs banners

- expected revenue

- player complaints

I’m especially curious about small indie teams, where the decision is not obvious. Sometimes ads can help support a free game, but they can also hurt the player experience if added too early or in the wrong place.

How do you decide when ads make sense?

这很有道理。保留跳跃机制作为主要卖点或许是正确的方向。

如果以后要添加物品或工具,我建议循序渐进地引入,并确保它们能辅助跳跃谜题,而不是与之冲突。目前为止,最棒的地方在于规则简单易懂,同时又为更复杂的组合留出了空间。

I tried the demo for a bit. I don’t usually play many puzzle-platformers, but the difficulty curve felt manageable so far.

I liked that the rules are introduced gradually. I’m curious whether later levels add usable items or tools, or if the challenge mostly comes from combining the jump mechanics in more complex ways.

Nice devlog. The idea of changing the jump rules in a puzzle-platformer is interesting because it can affect both movement feel and puzzle readability.

One thing I’d watch closely is whether players understand the new jump behavior from the level design itself, without needing too much explanation. If the first few levels teach the rule through safe, obvious setups, the later puzzles can probably get much more creative.

The turn-based puzzle-platformer mix is a strong hook.

Nice start. I watched the video and one thing I noticed is that some parts feel a bit too dark, so it is hard to read what is happening on screen.

For a survival game, dark atmosphere can work well, but I’d try to keep important gameplay objects, threats, and interactable areas more visible.

Maybe a small brightness pass, stronger highlights, or clearer contrast around key objects would make the video and gameplay easier to understand.