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I vibe coded 5 mobile games with Claude Code.Turns out, people actually enjoy playing them.

AI 摘要

A developer successfully monetized five iOS mobile games, including word puzzles and casual 2D games, primarily through Google AdMob ads and App Store Optimization (ASO). Despite trying monthly and yearly subscriptions, ads proved more effective for their casual games, generating revenue and positive player feedback. The developer shared their experience, noting that this ad-based model worked better than subscriptions for their specific game types, and listed games like "Perfect Block Fit" and "Word of Treasure: Word Search" as examples.

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发布当时偏移:UTC+02026年9月13日 11:07 UTC

收录当时偏移:UTC+02026年9月13日 17:01 UTC

发布
2026年9月13日 11:07
收录
2026年9月13日 17:01
来源类型
开发者社区
档位
社区
信源状态
正常

档位是按信源手工设定的编辑判断,不是逐条打分。

I’ve been vibe coding mobile games for iOS, mostly word puzzles and casual 2D games.

For monetization, I implemented Google AdMob ads and focused mainly on ASO to improve my App Store rankings.

Most of the games started generating revenue through AdMob, and I’ve also been getting some really positive feedback from people playing them.

I know a lot of developers are moving toward subscription-based strategies, so I wanted to share my experience.

I tried subscriptions too, including monthly and yearly plans, but honestly, they didn’t work well for my games.

Curious to hear from other developers: what monetization model has worked best for your mobile games?

来源·reddit.com