Lately I’ve been writing articles giving sponsors advice on how to sponsor and get the most out of their game. I, however, have also made many many games myself and learned quite a bit from my experiences there. This article is geared towards giving advice to beginning developers(or non-beginning ones) on how to eventually make a passive income that is great enough to be a salary without you having to work much at all. This article will focus on using CPMstar(although you can use Mochi as well, it will just take longer) to achieve this end. It will include tips on sponsorship through FGL and long-term income through in-game ads. This strategy focuses on the non-stop production and promotion of games until you have a good number of them(think several dozen, not 3 or 4). If you are looking to make your riches on one game and score big off of it, you should probably stop reading right now and go buy a lottery ticket. One game will not set you up for life.
One mistake I see developers make on flashgamelicense is that they are indifferent about in-game ads on FGL if they have a good sponsorship offer. This is a big mistake. Many times, in-game ads, if implemented right will make you more than the original sponsorship offer. For this reason, you should always demand in-game ads. If the sponsors don’t want Mochi, talk to them about CPMstar, because CPMstar gives sponsors part of the in-game ad income as well.
The first step is to find a sponsor that already has CPMstar activated. The only way for a developer to get CPMstar ads is actually to get a game sponsored by a sponsor that wants CPMstar ads in-game. Don’t forget to negotiate terms with the sponsor. Sometimes you can get a better deal for yourself even if he is the highest bidder. For me as a sponsor, I usually won’t budge on the initial amount but I will offer performance incentives. My incentives are usually pretty touch to reach and are given for games that get 1,000,000 views or more in the first 30 days. They are not great, but for games that do go viral, they are something extra that you would not have gotten if you had not talked to me before we closed the deal. There are of course times when I won’t agree to incentives like if I bought your game at the BIN price you listed or if your game has already been released elsewhere. As a side note, I generally think setting a BIN price is a bad idea because it sets a ceiling for how much your game can go for. However, I have to admit on some games if the BIN price is only $50 or $100 more than what I would have bid for it, I would just take it at the BIN instead of bid so it might help you there.
As a general rule, some genres of games simply get more sponsor views than other genres and will draw higher bids. There are huge niches for tower defense, racing, zombie shooting, boxed2d, and other niches. I myself, give high preference to tower defense, strategy, and puzzle and generally will pay more for such games. So if your thinking of what kind of game to develop, you should keep this kind of information in mind.
You should also know that first impression for a sponsor is very important. Many of us will look at a game for less than 2 minutes before decide to bid or not to bid on it. There have been many games where I just made sure all the key commands work and then made a bid on the game without even playing it. There have also been games where I just backed out and not bid on a game because the main menu looked like crap. First impressions are really that important. As a sponsor I like to see a game with levels and a endless high-score mode. That gives the chance of many level-plays for addiction and a reason for the player to come back once he has finished the main story. I am much more likely to bid on a game if I see 100 levels on the menu instead of 10.
Almost as important as the first impression is the thumbnail. I prefer an actual in-game shot for the thumbnail. But if the in-game shot sucks or looks like it has crappy graphics, a lot of the times I won’t even look at it. You need a shiny thumbnail of polished in-game graphics. For some games, a thumbnail from the menu art will look better. You have to make your own decision on that. In getting a game sponsored, don’t just put it up and expect to get huge bids. Unless you have a huge reputation, that generally will not happen. Email sponsors or PM them on FGL. Also, go into the chatroom to see if there are sponsors there. Usually there will be one or two in there. I have myself, bid on quite a few games directly from the chatroom from developers who asked me to look at their game(thats part of the reason I go in there). So, in short, be vigilant when trying to sell your game to sponsors.
After you negotiate the deal and get the up-front payment, its time to concentrate on in-game ad revenue. In general with CPMstar, you will want the pre-roll ad and an inter-level ad(with mochi you don’t want the inter-level ad because mochi’s inter-level ads are much more annoying). Don’t skip out on the inter-level ad, you will be foregoing a lot of income if you do. In general more than half my income has come from the inter-level ads from CPMstar. This said, games with multiple levels, especially those with an RPG element, usually make the most with star. Also use Mochi-bot or the paid service SWFSTATS to track your games performance. SWFstats is paid per game but if you have a large game, the detailed stats will more than give you what you paid for as it gives detailed engagement report and level stats.
To actually calculate a correct CPM for CPMstar, you can’t divide how much you earned by the total number of load impressions and inter-level impressions you get. You have to take the total of what you earned by the total number of loads Mochi-bot or swfstats gives you. That actually tells you how much you made per game play. The other measure is really a little less than how much you made per each level a player played the game, which really doesn’t mean anything.
Remember the key to this strategy of eventual passive income to live off of is developing games that are the most money per time spent, which much of the time is not the same as the highest quality game or the most innovative game. Long-term income via CPMstar is the thing you are focusing on and not the direct sponsorship amount. You should also have your own portfolio site with adsense ads on it so you can self-sponsor if you don’t find an adequate bid from a sponsor. A portfolio site is also good passive income. Some sponsors will let you have a small link(or even more) to your portfolio in sponsored game. I personally have allowed small links and even splash screens of developers in my sponsored games. I just want to make sure my branding takes the main stage over theirs. After all, I am paying you to promote my site, not your own.
After you integrate the ads and release the game, be prepared to promote it. This is where having a good sponsor who also knows how to promote helps. You, as a developer, should compile a list of sites to upload to(some examples are newgrounds, kongregate, nonoba, fizzy, mindjolt, etc) to and a long list of both USA and foreign portals to submit by email to. Do not neglect the niche-specific sites and blogs for your game. That will indeed drive quite a bit of traffic to your game. It will take time to build up a list and build up connections, but in the end, it is well worth the work.
The most important portals are Newgrounds and Kongregate. Newgrounds is the most important portal to rate well on. It makes games go viral more than anything else. A game that gets frontpage is going to get decently distributed throughout the web. Any game that gets highlighted in blue(rating 3.6 or higher) will draw the attention of many portals. Despite some people saying Newgrounds rating is overrated, it is still by far the most important portal to do well on. If you get into Kongregate weekly top 5, it will also help a lot. As a rule most users on Newgrounds do not like games that have a overly large amount of instructions or are too complex. If your going to error, error on the easy side for game difficulty. Also shiny graphics and presentation help a whole lot at Newgrounds.
Most games will get huge traffic for a few weeks and then drop off. However, a decently successful game will continue to get 4-5k plays a day for basically forever and that is what you should be focusing on, the continuous income you get from that tail traffic built up over many games that eventually will be a nice salary.
Using CPMstar both on pre-rolls and inter-levels, getting $1 eCPM is not that hard to reach. If each of your games can achieve 4-5k long-tail plays than each game will make $4-$5 dollars per day for practically years to come. Although not all of my games that I have made get this many long-tail plays(mainly because I made a lot of games in a day or two), there are several games on my dashboard that do get these stats. 10 games would be $40-$50($1200-$1500) per month and 30 games would be ($3600-$4500) per month. I’ve seen many games that get these kind of stats be made in 2-3 weeks or less if the developer is working 8 hours a day, five days a week. Games using Box2d, tower defense games, and some puzzles can achieve these stats while using simple game-play mechanics. It should take no more than 1 and a half years for a decent developer working full time to get a passive income of $3500-$4500 a month($42,000-$53,000 per year) from the long-tail CPMstar ad revenue. This income does not count the initial sponsorship amount nor the initial release amount for ads which for many developers is huge. Of course, if you make a lot of games that aren’t that good, you can still achieve this income, it will just take you a lot more games(but you should be able to make those games faster). Generally for a sponsorship, you should at least try to get your production costs(art and sound if you hired people) covered and a little bit extra for yourself. Of course if you are a really talented developer like LongAnimals, you can expect to make a whole lot more. This is a long term plan so do not expect to achieve it overnight.
