EvoCreo [$0.99] is a monster collection and battling game in the same spirit as Pokemon, but emphasizing deeper gameplay and monster customization.
Here, watch the release trailer…
I talked with Ebrahaim Behbahani, the guy behind Ilmfinity, about the success of EvoCreo and what it took to get there…
Hey Ebrahaim! How’s EvoCreo unlike anything you’ve done before, and what’s most exciting about this for you?
It’s the first project we’ve worked on as a company. I worked on it in college and over the course of 4 years grew it into what you see today.
What are some of the big successes you’ve had with EvoCreo since its release?
Well, we’ve become financially stable after the Android release which allows us to continue developing games.
We also have a small community growing of really nice users. We heard horror stories from some developers, but ours are nice so far.
What are some specific digital marketing strategies or tactics that you’ve been successful with?
People think Kickstarter is for fundraising but it’s really a fantastic way to get the word out about your game. We had more coverage of our Kickstarter campaigns than the game itself after release.
I’d recommend creating a low-goal Kickstarter campaign to get some exposure before releasing a game.
It does help to have a good game though.
We also teamed up with a small publisher to help with marketing. But they haven’t done much because they’re mostly focusing on iOS, and waiting for us to iron out some bugs.
The game performed abysmally on iOS so I decided to just release the Android version of the game in July.
On Android we didn’t do any marketing. And it’s been performing fantastic since we launched, but it did have it’s fair share of bugs.
The difference is the way Apple and Google handle their stores. On Android, if there’s an issue, I can post an update the same day. On iOS, I have to wait a week or two for one update.
When we first released on Android, I was releasing updates everyday to make sure the game was stable. Now I just update once a week on both Android and iOS, but the iOS version is really just an after thought since I won’t know if the update worked or not until the following week.
In a market where your game can shine for a couple months, Android has a fantastic system.
If I had to do it over again, I would’ve focused on Android first and iOS somewhere down the line, once I was sure I had a final version that wouldn’t have to be updated for awhile.
How did you make the decision to seek out a publisher versus doing it all yourself?
So, we were actually going to do the whole thing ourselves, but we realized that we weren’t sure how to monetize the game.
The publisher actually contacted us after looking at our Kickstarter campaign and said he could help us out.
But he wasn’t the first publisher to approach us.
The reason we chose him was due to his previous game and due to the fact that he was publishing our rival’s app, Micromon.
He helped us monetize the game more efficiently. Without his help, our game would’ve had a higher initial price and possibly less coherent IAP. I attribute a good portion of the current sales momentum on Android to his guidance.
In your experience, what’s been most difficult about selling mobile games?
I’d say supporting the game.
We released the game months ago and we’ve been working full time to keep the bugs at bay. We’d like to move on to other projects but we can’t until EvoCreo’s stable.
What does the future of mobile gaming look like?
Clones, granted we’re not helping in that respect.
Original content is outnumbered by tens, if not hundreds of Clash of Clans, Angry Birds and Candy Crush type games.
I think now we have an opportunity to be more creative going forward due to our success.
And finally, what are you most excited about for the future of Ilmfinity?
This was our first project and it’s had moderate success. That allows us to put 100% focus in the company.
We have a couple games in the pipeline that aren’t quite ready to be shared, and we may even expand beyond games… who knows. :).