January 13, 2017

Breakout Ninja, first week

Phew, what a week!

Breakout Ninja's success was obviously a big surprise to me. I figured it'd likely do a bit better than Monkeyrama, but this was very unexpected. The original plan was to release it, get the few thousand downloads and be done with it. Obviously now I'm very enthusiastic about releasing the next update!

If you haven't downloaded it yet, do so now
https://itunes.apple.com/app/breakout-ninja/id1181855058

As with my previous games, I wanted to share the numbers and details behind the first week, as I believe this is something that interests at least many indie devs and can be learnt from, to some extent.











LAUNCH METRICS (First Week)
  • 650K+ downloads
  • $1.1K+ revenue (uncut) from IAPs (No Ads IAP, conversion ~0.08%)
  • $23K+ ad revenue (~$18 avg. eCPM)
  • 4.5/5 average rating
  • Featured in multiple countries, most meaningful US #7 New Games We Love
  • Download chart achievements
    • Top5 Games in 12 countries, including US
    • Top10 Games in 30 countries, including Canada, Australia, Germany
    • Top100 Games in 110 countries, including UK and what have you
The game has been covered on multiple media outlets such as Touch Arcade, Pocket Gamer, 148Apps and Cult of Mac (see links at the bottom).

Yesterday Apple again updated their featuring spots (happens every Thursday) and it seems Breakout Ninja has vanished from all lists. It will be very interesting to see how the current chart positions behave in a scenario like this; whether the game comes crashing down instantly, and if not, how long of a tail does it get. Will make another post about this within a few weeks.

Another positive surprise arose from all of Ninja's success; the implementation of my cross-promotion to my other games seemed to have work well. Before Breakout Ninja, Space Bang and Monkeyrama downloads had dropped to 10-50 per day. Within the last week they've been downloaded about 10K times together, and have made about a fifth of the revenue that they had made in their entire lifetimes. So, cross promotion definitely pays off to some extent!


DEVELOPMENT PROCESS
The game took about 2 weeks and 3 days to finish, give or take a day. I used ~3 days on prototyping the game about 3-4 months ago and dropped the project, as I didn't think it was good enough to continue. About a month after that my girlfriend Eeva suggested (insisted) that'd I'd continue it since she really liked the game. I figured welp I have nothing better to do really, so why not. From that point two weeks later it was done and good to go.

The inspiration came from Ketchapp's Summer Sports. It has a similar mechanic but instead of circles they show where to tap on the ground. Figured it was quite fresh, and wanted to put it in use in a more fast-paced environment - hence the Ninja.


VERSION 1.1 (Planned Release 9th of Feb)
Breakout Ninja's first update, v1.1, will get 5 all-new levels with 3-star rating and a hard mode in each. Most of the "meta" work is already done, and one level almost finished. With limited user-testing it has proven to be even more fun and addicting than the endless game-play. A sneak peek will follow.

Unfortunately, as I didn't plan for the success, I had booked an un-cancelable holiday for two weeks starting from tomorrow - which is the reason for the late release date for the update. But after the holiday, with fresh eyes, the update will be better!