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Developer Resources, Mobile Advertising

Featured Mobster: Mega Jump

Laura Director, Marketing
October 25, 2010

We met up with Get Set Games, makers of Mega Jump, Poptweets and Addicus, to get the inside scoop on what they’ve been busy doing. Check out our video chat as well as the full interview below.

Total Downloads of Mega Jump: 5.3 Million to date

Mega Jump Monthly Unique Users: 2.5 million

1) What inspired you to build the app?

After getting our feet wet with iPhone development with our first games, Addicus and Poptweets, we decided to go for something very simple, and in a genre that we knew was popular. We also knew we wanted to go for something fast-paced, arcade-like, and funny. Lastly, we wanted to make sure that the development time was as short as we could make it – in this case, four weeks – with the idea that we would develop and release a batch of apps over several months. It just so happened that the first game we made following this model, Mega Jump, became a huge hit, so we’ve been updating and supporting Mega Jump since then.

2) Why does the ad revenue model make sense for you?

With a free ad-supported app, the number of downloads and your overall exposure, increases exponentially over paid apps, and it’s a huge market out there. Ad revenue does rely on large numbers, but with the right ingredients, and with such a large and growing market to sell to, it’s possible to get those numbers by being a little creative, and with clever use of promotion. The number of high profile games that are ad-supported proves that the ad-revenue model on the iOS platform is more than viable.

3) Why did you choose Mobclix?

Mobclix has been very helpful and straight forward from the get-go. Having been around since the early days of the iPhone platform, Mobclix has the knowledge and experience to provide the kind of support that each app requires. Mobclix was also very easy to integrate and provides great analytical tools.

4) What tips do you have for other developers?

The app market is so volatile and quick to change that the best advice is really to stay flexible, and stay fast. Unless you have a proven track record, it’s probably best not to spend 6 (let alone a year) months working on a title – see what you can do in 4-6 weeks, throw it out there and adapt it based on the feedback you get. If it doesn’t work, move on to your next great idea. Eventually something will stick, and you’ll learn a lot along the way. Basically it boils down to not staking the future of your company on one app, because you never know which of your ideas might take off.

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