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What is considered an ideal (download/view) rate?

A topic by pixelgrapher created Nov 15, 2020 Views: 1,707 Replies: 8
Viewing posts 1 to 4
(1 edit)

I've been keeping an eye on the analytics for one of my projects that is currently performing quite well. Since this is the first time a project has received so much attention, I'm still learning how to interpret the stats. Now I know that a great CTR is something around 2-3% or higher. However, the ideal percentage of views that convert to downloads is less clear. Right now, my project (which can be downloaded for free) is getting around 0.34 downloads per view.

This is probably highly variable and dependant on a lot of things but I'm interested to know what is considered 'ideal'. What values are you getting on your projects?

(+2)

Based on what I hear, getting any attention and/or downloads is good.

I notice that that’s not much of an helpful answer… So I’d like to give you something else: I’m assuming you’re talking about Longhaus. I noticed that game before, but “Tower Defence and RTS” aren’t my cup of tea, so I contributed to the number of people that didn’t download. Normally, I would now go over a game’s presentation, point out little flaws and points where the store page might use more information. In this particular case all I can give you is a direct quote from me having finished checking those things: “Oh my goat! Yes, PLEASE!”

You did good. :)

(+1)

Thank you for that :D
In regards to the tagline of "Blend between Tower Defence and RTS" I wanted to give a good faith description of what the gameplay was like so its a bit more clear to those seeing it whether they'd be interested in the game. But yeah, that would probably drive people away from clicking who aren't already interested in those genres.

(+1)

My top performing art asset here  gets about 1.5% so I'd say 2% seems insanely good. I'd say anything above 0.5% is doing reasonable.

It’s also important to know the absolute value of impressions. 10% isn’t a lot when you only had ten impressions but one click.

(+1)

Yeah you should wait for a few thousand impressions at least before jumping to conclusions. If you aren't getting the impressions then you have other issues.

What percentage of those viewing your store page download the asset(s)?

(+2)

0.9% of viewers paid for my top performing asset.

(+1)

One of my older, but seemingly well-liked projects is sitting at around 2.27% CTR from 88 impressions in the last week. I think that sort of percentage is good, though they can range wildly. For instance, one of my newer games has 0.91% CTR from 11k impressions in the last week. Likely, most projects, even if they are stellar, will fit within the 0.9% to 3% interval because it will require some top-notch advertising to the right people (or just some really devoted fans) to get a high CTR in most cases.

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