

When they entered the room, just as Rauser was really working up a head of steam, they couldn't help but wonder: Is he talking about us?

Among them were Matt Hall and Andy Sum, the co-creators of Crossy Road, and as close to conquering heroes as Casual Connect had to offer. Was Rauser entirely fair in his assessment? Some would argue the point, but more than a few developers present shifted uncomfortably in their seats. The Binary Family's Thorsten Rauser shook the crowd to attention with an impassioned speech, equal parts warning and lament, at the dwindling respect for ideas in a casual market seemingly intent on starting with the desired revenue and working backwards from there. But, if we changed it … if we followed some of those best practices … if we sold coins and had a ‘save-me’ button and it felt like the other games, would anyone have cared?”Īt least $3m of Crossy Road’s revenues have come from its in-game video advertisements – usually for other mobile games – which players can choose to watch to earn more currency, it was revealed.The best single session of Casual Connect Europe took place in one of its smaller rooms, modestly filled with developers still nursing their morning coffee. But someone on the free-to-play business would look at those numbers and think we could make a lot more per user. That’s way, way, way, way, way more than we thought we would get. Players earn currency from playing that can be spent on unlocking new characters, with no timers, lives or pay-gates forcing them to delay or pay to continue playing as much as they want.Ĭrossy Road has made $10m in just over three months since the mobile game launched in November 2014, including $3m from in-game video advertisements. While the game performed well from launch thanks to App Store promotion, further updates to the game post-release - including new characters, improved share options and a new setting - helped player engagement and continued to make it sharable.Ĭrossy Road took its inspiration from 1980s arcade game Frogger, providing players with a variety of characters to tap across roads and rivers – and ultimately, to splat against or under cars, trucks and trains. The game, available on iOS and Android, has been downloaded more than 50m times so far.Īndy Sum told attendees that three things saw it become successful - retention, virality and re-engagement - and that the game "wouldn't have been a hit without these three things working perfectly".

The revenues figure where revealed by co-founders Matt Hall and Andy Sum in a presentation at the GDC conference in San Francisco.
