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I released an indie game on Google Play and ran Google Ads | Quirky Ball

Quirky Ball has finally
been officially uploaded to Google Play.

 

After gathering 12 closed test participants and fulfilling 14 days,
and going through another review, I proceeded with the production release on month 8 day 18.

 

However, just because you press the launch button
does not mean people will naturally come looking for the game.

Today's Tistory visitors are 0 people again.

The public Quirky Ball Google Play Store page

 


 

It has finally been uploaded to Google Play.

On the production screen
Provided on Google Play such a mark appeared.

It was released to 175 countries and regions,
and the number of installations at the time of check was 23.

It is a bit embarrassing of a number to boast about,
but I think it is enough for a first release record.

Google Play Console with production deployment confirmed on month 8 day 18

 

Completing the release is not the end,
but rather the state where I could finally show the game to strangers.

 


 

I started running them little by little, starting from countries with low ad unit prices.

From the beginning, places like the United States or Germany
are scary to spend money on where advertising costs are burdensome.

Therefore, where we can see responses at a relatively low cost
I started small-scale testing starting from Indonesia.

 

The campaign wasn't made grandly either.

Putting in a small budget
I am looking to see if people click on the ads and if it leads to installations.

Initial figures checked in the first Google Ads small campaign

 

On the Google Ads screen, only impressions of 1.25,
clicks of 989, average CPC of 0.01 euros,
and spending of 7.04 euros were recorded.

 

Just looking at the numbers, it looks like it went very well.

 

However, when placed side by side with the install count on Google Play,
it immediately showed that a click does not equal a user.

 


 

Even if the number of clicks grows, it is not yet time to rejoice.

Just because ads were run cheaply
does not mean the game has succeeded.

Whether the person who installed it actually turned on the game,
whether they came back the next day,
and whether they deleted it right away before the ad appeared must be checked.

D1 and D7 retention rates,
play time, crashes, and ad response must all be checked.

 


 

The reason I keep writing a blog with a view count of 0.

Checking the Tistory management screen again,
the aggregation function was not broken.

Yesterday there were views and visitors,


and the cumulative views had also accumulated to 319.

 

It was just that today's visitors were 0 people.

 

Advertising is paying money to buy impressions,
and I think a blog is a way to record what kind of game I made and why.

 

Right now, nobody might read it.

Still, when someone comes in through a search,
I wanted to show them a record that smells a bit more human than ad copy.

 


 

Reference links.

Below are the actual Google Play page of Quirky Ball
and an explanation of Google's app campaigns.

 

If you are someone touching Google Ads for the first time,
it is better to read the official description once before turning on ads.

 

 

Quirky Ball - Google Play App

Physics-based ball merging puzzle game Quirky Ball

play.google.com

 

App Campaign Information - Google Ads Help Center

Was this helpful? How can we improve it?

support.google.com

 

 

Google Play Console Closed Test 12 people 14 days | Why the game turned over a new leaf | Quirky Ball

The hardest part of the Google Play closed test was not making the game, but gathering 12 Android users. I thought it would end quickly if I asked family and friends. But unexpectedly, child

blog.houseduck.in