The Boulder, Colo.-based game studio has just six employees and has been around only seven months, but it has already made more than $1.75 million — by selling game applications in multiple forms, serving ads in them, as well as offering virtual goods. The success shows that with the right games and right business model, even small developers can score big amid the noise of 118,000 apps on Apple’s AppStore.
[aditude-amp id="flyingcarpet" targeting='{"env":"staging","page_type":"article","post_id":142499,"post_type":"story","post_chan":"none","tags":null,"ai":false,"category":"none","all_categories":"business,games,","session":"B"}']“Sales come and go in spikes,” said Julian Farrior, chief executive of Backflip. “But ad revenue is steady and I can build a business on that.”
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Farrior will be one of our speakers at DiscoveryBeat, a conference on how to get apps noticed. It will be in San Francisco on Dec. 8. Since Backflip has disclosed its sales numbers, it also makes an excellent case study.
Farrior hired five developers — a mix of game and Internet company veterans — and they built the first game, Ragdoll Blaster, in just six weeks. After the game shipped on May 14, it became a hit. Backflip followed up with Paper Toss, a free game where you toss a wad of paper into a garbage can using the flicking feature on the iPhone’s touchscreen. That game quickly generated a whopping 5 million downloads, helping it gain the No. 1 position on the top free apps on the AppStore.
The company followed up with Paper Toss World Tour, a 99-cent app. It also did a free version of Ragdoll Blaster. And most recently, the company launched Harbor Havoc 3D.
The result of this frenzy of activity in six months has been multiple No. 1 hits and more than 13.5 million game installs. More than 10 million of those are free downloads of the Paper Toss game, which is still growing in popularity and is seeing 30,000 to 35,000 downloads a day.
But the paid installs have generated more than $1.25 million in sales. Those paid sales happen because the paid apps are cross promoted inside the company’s free apps. If someone wants to buy a cross-promoted app, they can do so with a few swipes of the finger. That is why the hot free game Paper Toss became a “distribution channel” unto itself. Thanks to the additional attention from the free apps, sales of the paid version of Ragdoll Blaster surpassed 7,500 per day.
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“We thought we would count on app sales alone,” Farrior said. “But we backed into this ad-based revenue model.”
The great thing about having a high-ranking hit with the free Paper Toss is that the company can cross promote its other paid games. That helped raise Ragdoll Blaster into the rarefied list of the top 50 ranks of paid apps and it stayed in the top five for seven weeks. In August, Ragdoll Blaster was the highest grossing app on the AppStore. The app saw an even bigger spike when Apple featured it on the AppStore, and it also got a boost when the company launched a free version, Rag Doll Blaster Lite. Inside the Lite version, about 3 percent of the players click on an ad for the real game. That is much higher than the typical 0.25 percent click-through rate for web banner ads. And the paid app got a spike in sales when Backflip cut the price from $1.99 to 99 cents.
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Farrior credited word-of-mouth for helping the game spread as well. It is easy to create game reviews on the iPhone platform, and fans have created more than 50,000 reviews of Paper Toss. That helps it get noticed more easily among on the AppStore.
The new game also uses Ngmoco’s Plus+ platform, which lets players challenge each other in multiplayer contests and compare their progress to a leaderboard. Plus+ can also cross promote Backflip’s games to more than 20 million players who play other Ngmoco games. That should only strengthen Backflip’s audience, which now amounts to more than 4 million users a month.
Can the team keep producing hits? Farrior notes with some confidence that “there is a lot of mediocrity in the AppStore.” Farrior has thought of shifting to Android, but right now it makes the most sense for him to get more bang for his buck by putting developers to work on more iPhone games. He would like Apple to improve the platform, but his motto is “cry less, work more.” At some point, he will move to other platforms to spread out his risk.
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In 2010, Farrior is doubling the size of his team to 12 people. Farrior believes he can grow Backflip into a larger company. If he can pull of his current expansion, then he will consider raising money, but he doesn’t want to do that if he doesn’t need the money. Farrior says that running Backflip is the best job he ever had, but it remains to be seen if it will graduate from the lifestyle improvement business to a more viable game business, which might mean expanding the business in other territories such as the Bay Area. Ragdoll Blaster 2 is coming in January.
In summary, Farrior’s advice includes:
— assemble talented team
— give away something of value for free
— keep production cycles short
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— design for the medium
— make fun games. play test lots
— do not be afraid to move on if something isn’t working
— design for the audience
— meet the press
— beg apple for whatever you need
— and listen to users.
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