So - today's update brings us (I hope, it doesn't seem to have quite kicked in yet) ... ADVERTISING.
"Why?! WHHYYYY!?" you ask.
Well, you see, so far the only money sixty second shooter has earned is 'pity money' - friends and acquaintances of mine have ponied up a few dollars here and a few dollars there.
And while I'd like to promote the game more, I'm afraid that if a whole bunch of new players see it my server costs will hit the cap and those new players will be turned away. And the world will miss out on the awesome.
So I could increase my server budget cap. In that case, I'm afraid I'll just lose a lot of money.
But if I can figure out how to make enough revenue to cover the server costs while it's small, then I won't have to be afraid of a review in a popular magazine or promotion on the chrome web store.
And since my current monetization scheme isn't working I'm trying a different tack.
Long story short - I still hope this game can make money. Somehow.
So, since I'm a Google fanboy, I went with Google's solution, (just like everything else except for the social component, since no G+ yet): AdSense. And the hardest thing about getting it in there was arranging the page so things don't get covered up or displaced. More CSS hell.
BUT THAT'S NOT ALL: I did do a couple other changes last week:
- Energy now gets recharged daily, so people who play the way I do (practice for free for a while, then spend energy to get my high score) can play every day. In hindsight, this was obviously the way it should be.
- There's some feedback on chain building - the chain message fades out, a warning that you need to hit another ship to keep your chain going. This makes it easier to milk your chain reaction when you're in one. Max Szlagor requested this one.
- There's an 'instructions' page with tips and strategy. Lots of people requested this one.
And it just crossed over the 3000+ mark in the Chrome Web Store today. Exciting times!