Godot FlappyBoat Ad Upgrade
Budget: ₹600 – ₹1,500 INR
I have an Android-ready Godot project, “FlappyBoat,” and it is time for the 2.0 release. The core gameplay is finished; what I need now is solid Facebook / Meta ad monetisation without disturbing the tight, fast-paced feel players already enjoy.
Scope
• Integrate two to three Facebook Ads SDK packages.
• Serve Banner Ads and Interstitial Ads.
• Show them at the start of a run, after a game-over screen, and during level transitions.
• Track click-through rate, impressions and revenue directly from the game so I can compare sessions inside Facebook’s dashboard.
• Optimise loading and memory so frame-rate and input latency remain unchanged on common Android devices.
• Hand back a clean, well-commented Godot project plus an APK or AAB that I can drop into Google Play.
Acceptance
The build must:
1. Load each placement every time it is called without crashes or hitches.
2. Report the three metrics above in Facebook’s test environment and in live mode.
3. Pass at least a five-minute continuous play test on a mid-range Android phone at the same FPS we see now.
If you have shipped Facebook-enabled Godot titles before, this should be straightforward; I simply don’t have the time to wire it up myself. Let me know your estimated turnaround and any questions about the current project structure, and I’ll share the repository and existing build for your review.
Scope
• Integrate two to three Facebook Ads SDK packages.
• Serve Banner Ads and Interstitial Ads.
• Show them at the start of a run, after a game-over screen, and during level transitions.
• Track click-through rate, impressions and revenue directly from the game so I can compare sessions inside Facebook’s dashboard.
• Optimise loading and memory so frame-rate and input latency remain unchanged on common Android devices.
• Hand back a clean, well-commented Godot project plus an APK or AAB that I can drop into Google Play.
Acceptance
The build must:
1. Load each placement every time it is called without crashes or hitches.
2. Report the three metrics above in Facebook’s test environment and in live mode.
3. Pass at least a five-minute continuous play test on a mid-range Android phone at the same FPS we see now.
If you have shipped Facebook-enabled Godot titles before, this should be straightforward; I simply don’t have the time to wire it up myself. Let me know your estimated turnaround and any questions about the current project structure, and I’ll share the repository and existing build for your review.
Related categories:
Mobile App Development
Android
Game Development
Game Testing
Android App Development
Facebook Ads
Godot