u/bilbobaggedfrodo

▲ 1 r/admob

When should a small mobile game add AdMob ads without hurting retention?

Hey everyone, I recently published a small Android timing game called 7 Seconds.

It’s still very early and has low downloads. I’m trying to figure out when it actually makes sense to add AdMob.

I don’t want to annoy players or hurt retention by adding ads too early. My idea was to avoid interstitial ads and maybe only use rewarded ads later, like:

- Watch an ad for one extra Daily Challenge attempt

- Watch an ad to reveal the target after a run

For people who have published small mobile games:

At what point did AdMob become worth adding?

Did you wait for a certain number of downloads or daily active users?

Did rewarded ads work better than interstitial ads?

Would you add ads before having strong retention?

Any advice would help.

reddit.com
u/bilbobaggedfrodo — 3 days ago

Game Title: 7 Seconds

Playable Link: https://play.google.com/store/apps/details?id=com.spartalabs.sevenseconds&hl=ko

Platform: Android

Description:

🐈 Alley Cat

6856 points.

A reaction/timing game where you try to tap exactly on every second 7 times in a row. The closer your timing, the higher your score and reaction rank. I recently added achievements, competitive ranks, and a result/share system. The higher scores become exponentially harder, especially after 6700+ points.

Can anyone beat this in 7 Seconds?

Free to Play Status:

[x] Free to play

[ ] Demo/Key available

[ ] Paid

Involvement:

Solo developer — designed and programmed the game myself using Flutter.

u/bilbobaggedfrodo — 15 days ago

I’ve been doing web development for around 6–7 years and recently decided to try building and publishing a mobile game for the first time.

The game is called Seven Seconds. It’s a very simple reaction/timing game where the goal is to stop the timer at exactly 7.000 seconds. The concept is simple, but getting close to a perfect score becomes surprisingly difficult.

Most of my experience before this was with websites and web apps, so learning the mobile publishing side was honestly a completely different experience. Figuring out Play Console, releases, testing tracks, signing builds, store pages, screenshots, policies, and optimization took way longer than I expected.

Even though it was only 8 MB.

reddit.com
u/bilbobaggedfrodo — 16 days ago

https://preview.redd.it/2296v1bevgzg1.png?width=372&format=png&auto=webp&s=97349fb5d877e44d12262b6a3980ace78d740260

I made a small Android game called Seven Seconds.

The goal is simple:
try to stop the timer at exactly 7.000 seconds.

It sounds easy at first, but getting close to a perfect score becomes surprisingly difficult. I wanted to make something lightweight, fast, and simple without unnecessary menus or clutter. The game is only around 8 MB and launches quickly on most devices.

My current high score is [put your score here].

Do you think you can beat it?

I’d also love feedback on:

  • whether the timing feels fair
  • UI/design
  • game feel
  • and ideas for new modes or features

Google Play:
https://play.google.com/store/apps/details?id=com.spartalabs.sevenseconds

reddit.com
u/bilbobaggedfrodo — 16 days ago

https://preview.redd.it/60ya6t5hugzg1.png?width=372&format=png&auto=webp&s=16370583a8cfb7895f345bec964f208b1ef5a903

Hi everyone 👋

I recently made a small Android game called Seven Seconds and I’m looking for feedback on the gameplay, difficulty, and overall feel.

The idea is simple:
you try to stop the timer at exactly 7.000 seconds.

It sounds easy at first, but getting close to a perfect score becomes surprisingly difficult. I wanted the game to feel lightweight, fast, and simple without unnecessary menus or clutter. The app is only around 8 MB and launches very quickly.

I’d love feedback on:

  • timing difficulty/fairness
  • UI and visual design
  • performance on different devices
  • sounds/effects
  • ideas for additional modes or features

Google Play link:
https://play.google.com/store/apps/details?id=com.spartalabs.sevenseconds

Thanks for checking it out! Feel free to share your best score too 😄

reddit.com
u/bilbobaggedfrodo — 16 days ago

https://preview.redd.it/y21i63x3ugzg1.png?width=417&format=png&auto=webp&s=1763020e76cee9f7af81a7435760e751a8b6daaa

Game Title:
Seven Seconds

Playable Link:
https://play.google.com/store/apps/details?id=com.spartalabs.sevenseconds

Platform:
Android

Description:
Seven Seconds is a minimalist reaction timing game where the objective is to stop the timer at exactly 7.000 seconds. The idea is very simple, but getting close to a perfect score becomes much harder than it first appears. The game was designed to be lightweight, fast, and easy to jump into without ads everywhere or complicated menus. The app is only around 8 MB and launches quickly on most devices. I wanted to create something that feels competitive and satisfying even though the gameplay mechanic is extremely simple. Right now I’m mainly looking for feedback on the overall feel of the game, the difficulty balance, UI clarity, and whether the timing feels fair across different devices. I’d also love ideas for future modes, sounds, effects, or other features that could make the experience more fun.

Free to Play Status:

[x] Free to play

[ ] Demo/Key available

[ ] Paid

Involvement:
I developed the game myself, including the gameplay, UI, publishing process, and testing.

reddit.com
u/bilbobaggedfrodo — 16 days ago

https://preview.redd.it/zryjski1sgzg1.png?width=417&format=png&auto=webp&s=06e1c6e94c597aead833971235a15d5283abe224

I’ve been developing a small Android game called Seven Seconds and would really appreciate some feedback on the gameplay, timing difficulty, and overall feel.

The idea is simple: try to stop the timer at exactly 7.000 seconds. It sounds easy at first, but it gets surprisingly difficult the closer you try to get to a perfect score.

One of my goals while making it was to keep it lightweight and simple without ads everywhere or a huge download size. The game is only around 8 MB and opens almost instantly.

How it works:

Join the Google Group:
https://groups.google.com/g/sevenseconds

Join testing:
https://play.google.com/apps/testing/com.spartalabs.sevenseconds

Play Store page:
https://play.google.com/store/apps/details?id=com.spartalabs.sevenseconds

I’d love feedback on:

  • timing difficulty/balance
  • UI and overall design
  • sounds/effects
  • bugs or performance issues
  • ideas for new modes/features

Please stay joined/active for the full 14 days for the Google Play closed testing requirement, and send a screenshot after joining so I can keep track of testers.

Thanks a lot in advance! I’m happy to test your app back as well.

reddit.com
u/bilbobaggedfrodo — 16 days ago