Developer Profile: DoubleTap Software
When you’re a one-man shop already handling all the heavy lifting of developing a game — code, art, game design and marketing, at a minimum — thinking about adding an SDK to your game can feel like you’re the proverbial camel, watching the last straw approach.
So you want any SDK you add to be highly functional, or better yet, multi-functional. That’s one of the reasons why Tapjoy has grown beyond its original ad- and offer-oriented service to include valuable analytics and marketing functions. It’s a combination that can’t be found anywhere else.
How does Tapjoy look when used by a small developer? To answer, we’d like to introduce our friend Joe Hopkins at DoubleTap Software.
Successful small development teams are always impressive — one-man teams most of all. Hopkins released Basketball Battle on Google Play in early 2015 and iterated until finally breaking into the top 10 of the sports games category a year later.
The game looks simple: in Basketball Battle, users go up against a single opponent, played by the computer or a friend, and try to score baskets. Over time, players buy upgrades and move up through tournaments. But like most freemium games, there’s hidden complexity. Basketball Battle uses both offers and IAP to monetize. With his chart position and revenue both creeping up, Hopkins needed ways to quickly improve his monetization.
That’s when Hopkins encountered Tapjoy. Most mobile developers know Tapjoy from its years of providing offer-based monetization. Not all know that we’ve also been iterating, growing into the industry’s most complete monetization and marketing automation platform. Tapjoy offered Hopkins a suite of tools to message, segment and increase IAP and ad revenues, all for the perfect price for a small developer: free.
In Basketball Battles, Tapjoy allows easy management of over 100k daily active users from a simple drag-and-drop dashboard. Let’s look at how Hopkins deployed a few of our tools.
With cohort analysis, Hopkins can quickly compare cohorts of his users to each other, learning how to better target each group. Alongside typical KPIs like retention, Tapjoy also puts a special focus on IAP revenue, allowing users to slice and dice data by segments like geography, game progression and purchasing group.
“Without a tool or plugin, this kind of analysis is very difficult to implement for small developers,” says Hopkins. “Tapjoy lets me stay focused on improving gameplay instead.”
Push-to Earn and Message-to-Earn
Whether players are in the game or outside of it, Hopkins can get in touch. Push-to-Earn and Message-to-Earn are both messaging tools that typically bring the user to the in-game offerwall. These two tools were used in Basketball Battles’ recent Mother’s Day promotion, which increased ad and IAP revenue by 57 percent for the length of the promo.
Another great tool for monetization is using Rewards, which directly grant in-game currency to drive player engagement. With Rewards, Hopkins can select users that look likely to churn or those in need of a bit of extra encouragement.
Rewards also offer a special super-power for indies, who don’t have a dedicated community manager or a paid tool: when Hopkins receives customer service tickets he can quickly respond with a Reward message. “Using Rewards is a great shortcut that allows me to directly talk to players, without having to implement a dedicated customer support tool,” says Hopkins.
For more on how Tapjoy can help any small developer with its easy-to-integrate SDK, reach out to firstname.lastname@example.org.