I haven’t posted for a while and that’s because we’ve been very busy working on our latest game: Dungeons of Doom. I won’t say too much about it at the moment. Instead I’ll just let this little preview video do the talking.
Let’s be honest, there aren’t that many great looking games for Apple Watch. When I decided to ship Dare the Monkey with a simplified Apple Watch version I thought I was onto something. Frantic platform action with great graphics. What’s not to like? Well one thing I didn’t consider was the unrealistic expectations an Apple […]
As you may know, we launched the freemium version of Dare the Monkey on Apple TV in tandem with the iOS version. However, what you may not know is that we debated over whether to create an Apple TV version at all. Was it going to be more effort than it was worth? Well read […]
Dare the Monkey’s been available for approximately one year now. If you take into consideration the three years it took to make then that’s a grand total of four years I’ve spent on this project. Now that’s a very long time. It has been worth it though. I just thought I’d show off a couple […]
Great news! We’ve just released a paid version of Dare on the App Store called Dare the Monkey: Deluxe.
I’ve been quiet on my blog over the last few months but that doesn’t mean I haven’t been working hard on Dare. In fact, that’s why I’ve not had time to blog. The good news is that I’ll be releasing a paid version of Dare the Monkey in a few weeks time, and the even […]
We generate a decent amount of revenue from character unlocks. So I thought it was about time I added a few more members to the tribe. So here’s a sneak peak at two new characters that will be making their way to Dare the Monkey soon.
I’ve covered a few quick wins that helped increased Dare the Monkey’s in-app purchase revenue. Now it’s time to reveal the change that gave me the biggest revenue boost.
My last post discussed a very simply change that helped increase Dare’s in-app purchase conversion ratio. Sticking with the ‘simple changes’ theme I’ll cover another one that helped increase my game’s IAP revenue.
As you guys no doubt know, I opted to release Dare the Monkey on iOS first then focus on Android shortly after. Well, that ‘shortly after’ turned out to be a significantly longer period of time than I’d hoped. Here’s why.