This app was mentioned in 23 comments, with an average of 1.61 upvotes
I created Nebulous when blob capturing games such as Agar.io were exploding. Being first to the play store helped it get established and continuously working to make Nebulous superior to competitors has helped sustain it to this day.
The "system" was a simple revenue model (ads and later IAP) and auto-scaling server costs which made it profitable by day 5 (not counting a salary). It has always been and could always be financially self sustaining.
You have a unique perspective in to the popularity of Pokemon Go in that your demand was tied directly to its demand. I'm curious about how long your business was sustainable and how fast your business dropped off. Was there a minimum number of passengers you needed to turn a profit?
Hi all - Seth from Google here. I don't work on the Android/Play team, but I saw this thread and pushed an internal escalation to resolve it. I'm happy to report the app is live on the Play Store, and I'm very sorry for the way this played out. This was an error on the Google side, and I'm going to work with the Play leadership to fix our processes so this doesn't happen again (for you or and other devs).
I'm mostly interested in multiplayer, but please give me that list. :D
I uninstalled this game right away because I didn't like the gameplay much, but I think this game has multiplayer in portrait.
You should get Nebulous WAAAY better than Agar.io mobile!
Nebulous. It's like Agario on mobile, but better. Haven't touched another game for about a month.
All week I've been addicted to this game called Nebulous, well now it's been renamed to Nebulous.io and the only reason why I found this place is because I was searching for it if anyone else knew about it. It turns out in the recent years it kinda died out. It now has a lot of better features than it did a few years ago, the developers are active, there was an update today. If you liked agar.io,this is way better! You can get mass quickly, there's chat, emotes, and lots more skins! You can give it a try and join in because right now it is absolutely conquered by Spanish speakers because they're the only ones left I guess. Maybe the old days where it wasn't strange to see English in chat can be back.
https://play.google.com/store/apps/details?id=software.simplicial.nebulous&hl=en_US
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Developer of Nebulous (Android|iOS) here and I can offer some counter points.
I think there are two main reasons for the discrepancy you are seeing.
The first has been pointed out multiple times already as P2P vs. F2P.
The second I don't see mentioned, which is simply the fact that you released the Android version many months (years?) after iOS. iOS and Android aren't completely isolated ecosystems and when it comes to successful launches, timing is EVERYTHING. As global interest in a game rises, demand for it on all available platforms rises. As interest drops, so does demand (on all platforms). It's probably more relevant to compare your current iOS numbers to your current Android numbers, rather than your iOS launch numbers to your Android launch(/current) numbers.
In my case and without going in to specifics, I released the Android version of Nebulous about 9 months before iOS. I've seen probably around 20x the lifetime downloads on Android than iOS, and around 8-10x the revenue. Nebulous growth patterns have been fascinating. The game goes through little geographically isolated viral bursts in one country for a few months, then a different country for a few months, etc. usually one or two at a time. During these bursts it will often reach the top 10 or 20 games in a particular country (and consequently the associated app store ranks). This would not have been possible for me on iOS, since (and I'm speculating) around 50% of Apple’s user base is in the United States. From what my analytics have shown, lots of countries with large mobile gaming populations have less than 5% iOS penetration.
On the other hand you still have some valid and important points. iOS will generate you more revenue per user than Android. This is almost a certainty. iOS users pay more on IAP, advertisers pay more per iOS impression, and I can only assume iOS users will spend more on pay to play apps. In my case, revenue per user is around 4x on iOS than on Android. I believe this has to do with the geopgrahic distribution of iOS vs. Android users.
Lastly, I absolutely can’t stand iOS development. Maybe that’s just because of my background. Do you do iOS in Swift or Objective C?
TLDR: Larger global user base on Android. More revenue per user on iOS.
Well there's Nebulous on the play store if you guys are interested... Better mechanics as well.
Nebulous has been my go to game for the past 6 months or so. It's like agar.io but 10 times better.
It doesn't have any game modes besides FFA, though. I prefer Nebulous.
Nebulous.io | 4.4 rating | Free with IAP | 10,000,000+ downloads | Search manually
> Grow your blobs by collecting dots placed throughout the game or gobbling up smaller players. Avoid bigger players attempting to do the same. Compete with other players to become the biggest blob. Features: ☆ Find Groups, Play ...
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Ah!, but Nebulous was the actual title I was thinking/looking for. Thank you!
https://play.google.com/store/apps/details?id=software.simplicial.nebulous There's also agar for android. But this one has much better gameplay ;)
For android I found nebulous which is almost like the web version: https://play.google.com/store/apps/details?id=software.simplicial.nebulous
on iOS there is Agar World which is the most easy to play among other version. https://itunes.apple.com/us/app/agar-world-the-war-of-cells/id997344010?ls=1&mt=8