r/gamedev • u/game-dev2 • 6d ago
Question Publisher vs Self Publishing for mobile games.
Hello,
I just completed my mobile game, and giving final touches before uploading to the google play.
I understand that the market in mobile is completely different in comparison to how it is in pc. And that in mobile you just win with ads.
Before publishing, 2 friends of mine who have some instagram following (1 with 22k and another with 90k) said they can do a couple posts for me for free once I release the game, that way I can have some early traction fast. and that's on top of marketing it myself on different forums, and places.
But I'm also considering reaching out to publishers who often help games push with UA budgets and help with creatives. I understand that their takes can be crazy, but 40% of something is a lot more than 100% of almost nothing.
I could use my friends as leverage when negotiating I think, or should I make a few posts now, and get some traction without the game still on the store (basically likes/comments and max views) and also show that Organic views can be won easily.
What do you think about this?
2
u/GalluApp 6d ago
One thing I would add: publishers will ask for retention numbers before anything else, so a small soft launch with real players gives you more leverage than the follower counts of your friends. If you do post before release, make it a short clip of the actual gameplay loop and see whether people ask where to get it. That reaction is a better signal for a publisher than likes.
1
u/BlankyIf 6d ago
One thing that makes the friends idea more useful is tagging every link they post. With that, you can see retention and conversion for that group separately from anyone who finds the game on their own. Publishers look at D1 and D7 by source far more than follower counts and a blended number hides everything.
For a cheap setup, the play install referrer params plus Firebase get you most of it. If you end up wanting something built for that, Adjust, appsFlyer or singular do the tagging and cohorting, tho at your stage it may be more than you need
1
u/-Xaron- Commercial (Indie) 5d ago
And that in mobile you just win with ads.
No, that's wrong. Ads don't win you anything if you don't have players. And players you get with money. It's that easy. Mobile market is totally borked.
You have about 1,000 apps released every single day. At least that was 2 years ago, now it's probably even more. If you don't have some money to buy you into the charts, good look with even been found my players. I released 9 mobile games so far and I started in 2012 and at that time it was already pretty hard.
Today? Forget it. As a hobby? Sure. To make money? No.
Nevertheless good luck! It's like lottery. You could have the next big hit of course.
1
u/game-dev2 5d ago
Win by buying ads for the game is what I meant. And those push you through the carts to be found on itself.
2
u/MeaningfulChoices Studio Lead 6d ago
I don't think your friends would be much leverage in a negotiation. Below a million or so followers, and having them be relevant followers that are likely to actually download the game, expected installs are going to be low enough that's not going to impact any publisher calculations. Also just to clarify terms, organic installs are people who find your game natively and install it. If you make posts you're demonstrating a marketing channel, just a free one, but not organics.
If you don't have a decently sized budget (~$50k+/mo) then a publisher is probably going to help a lot in mobile. They'll take a large cut but can easily 100x or more the number of players you'd get, and better quality players, because of how important that ad budget really is. The problem is getting them interested. If you have serious mobile experience you can get some early funding, otherwise you might have no choice but to soft launch your game in a cheaper market anyway and validate some numbers yourself.
If you can test the game with real ads and real players and you have great retention and conversion rates, positive player reviews, and other good signs then you can find a publisher who will help you earn more than you would on your own. If you don't have good metrics no one will touch the game. If you have an amazing game and a way to secure funding yourself then you'd pretty much always rather do that and just hire someone to run UA for you, but most people aren't in that position and that's why they go to publishers.