Hey! We have a 95% completed game with non-trivial idea for monetisation, but have no experience on game dev market. Looking for a partner who is interested to launch it and share the revenue.
Concept could be found on warpdrive.pro but web client was built only for test purposes only and a bit outdated. Also server is located in Europe so ping could be high in some countries.
Game itself written on Swift, game server is on C++ and we also have server for "slow" user data, like results, lobbies etc on Rails.
Idea of monetisation: basically it's battle royale slyther game and our current implementation of server can handle ~20 players at time. So imagine that all 20 players watch ads before start of the round and that generates some money.
Then winner gets like 50% from it. So it should make it really exciting to play.
You can notice that 20 players won't generate much revenue. Then imagine that to take prize you need to win 2 rounds. It's like 400 players. Or 3 rounds which is 8000 players. If we ever will have such online...
But obviously we can't do cash payouts cause app store will likely consider that as gambling. So I wanted to add something like game currency like "gold" which could be spent in our store of physical goods
like order iPhone from Amazon for 10000 gold.
What's "10000 gold" defined by revenue that we generate from ads.
Another idea was to let them use that "gold" and make bets
like in poker
So player could bet like 100 gold and able to win 2000 in one game and skip ads at all.
So, in general — we are full of ideas, proof of concept is done, all we need is to have experienced partner who knows how to approach the market.
Hey Boris - first of all congrats! Getting the game experience and really executing on that front is important. Your users are relying on your game to have fun.
Now down to the battle royale, these type of games (especially with 20 concurrent players) needs to have an influx of players because matchmaking is the key to success here. If you can successfully match players to their ability and avoid repetition (no one wants to play with the same people over again).
As for monetization. Ads monetization Cost per 1,000 impression (CPM) varies by market. I can imagine that maybe your early users are from Europe, each country have different level of average CPMs ranging from $5 - $20 (ballpark). That means, even in your scenario of 2 rounds w/ 400 players, assuming that 1 impression per round, you're only getting around 800 impressions. Which could be anywhere from $4 - $16 pay out. That is not a recipe for monetization success with ads.
It seems like you would want to put a "wager" as the differentiation for your product. If I were you, I would not experiment with unique monetization early on. The first goal is to build a product that is fun and engages with users, and keep monetization simple. If you can achieve the first goal, then you can always improve and add new features on your roadmap.
Simple monetization could be skins, maps, weapons, etc...
Many thanks for your input!