It ended taking about 7 months, which may be a bit long for a project of that size, but it’s acceptable.
The bad side is that we tried to offer a free-to-play, ad-monetized experience to players, without any marketing knowledge of the thing.
The game has nothing to become viral, so it literally has 0 way to gain organic growth.
The free version had a better conversion rate, with 856 view on the App Store, translating to 144 downloads on iOS.
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