Mobile Game Interstitial Ads Implementation

NOVASOLUTIONS.TECHNOLOGY is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.
Development and support of all types of mobile applications:
Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Mobile Game Interstitial Ads Implementation
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Implementing Interstitial Ads for Mobile Games

Interstitials in games — the format with highest UX risk. Show at wrong moment and you get 1-star review "ads right during gameplay". Show rarely and at right points — you have stable revenue source without retention damage. Google Play and App Store reject games with interstitials showing "unexpectedly" — it's literally in the rules.

Right Display Points in Game

Only in transition states. Between levels, on results screen, returning to main menu — yes. During gameplay, when pressing pause, at level start — never.

In Unity it's convenient managing via game state finite automaton:

public enum GameState { MainMenu, LoadingLevel, Playing, LevelComplete, GameOver }

private void OnStateChanged(GameState newState) {
    switch (newState) {
        case GameState.LevelComplete:
        case GameState.GameOver:
            TryShowInterstitial();
            break;
    }
}

Cooldown and Frequency

Minimum cooldown between shows — 30–60 seconds. In practice for casual games works well "every 2–3 levels" or "every 3 minutes game time", whichever comes first:

private float lastInterstitialTime = -999f;
private int levelsSinceLastAd = 0;
private const float COOLDOWN = 120f;
private const int LEVELS_BETWEEN_ADS = 3;

public bool CanShowInterstitial() {
    return Time.time - lastInterstitialTime > COOLDOWN
        && levelsSinceLastAd >= LEVELS_BETWEEN_ADS;
}

public void OnLevelCompleted() {
    levelsSinceLastAd++;
    if (CanShowInterstitial()) {
        ShowInterstitial();
        lastInterstitialTime = Time.time;
        levelsSinceLastAd = 0;
    }
}

Store cooldown in PlayerPrefs — app shouldn't "accumulate" show on next restart.

Pre-loading and State Handling

Interstitial loads in advance — on init or right after previous show. Delay on request at show moment destroys UX. Scheme: OnSceneLoadedLoadInterstitial().

If ad didn't load (no network, no fill) — game continues without ad, user sees no errors. Don't block progress by missing ad.

Don't show to paying players. If user has active subscription or bought "disable ads" — interstitial shouldn't appear. Check via flag in user profile, saved locally and synced with server.

A/B Testing Parameters

AdMob supports built-in A/B-testing for mediation parameters. But for game logic (cooldown, levels between shows) Firebase Remote Config is more convenient:

var cooldown = RemoteConfig.GetValue("interstitial_cooldown_seconds").DoubleValue;
var levelsBetween = RemoteConfig.GetValue("levels_between_interstitials").LongValue;

Typical experiment: group A shows every 2 levels, group B every 4. Success metric — not just eCPM but D1/D7 retention. Aggressive frequency easily raises short-term revenue and kills retention.

Timeline for implementation — 1–2 days with cooldown logic, right placements and Remote Config integration.