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first app released - poor sales

ae262ae262 Posts: 76Registered Users
edited September 2011 in Business, Legal, & App Store
I have been working on my first app for the past 8 months and one thing or other has caused delays. I am still several weeks from from the launch - most of the work is design-related stuff and I am doing all the work myself.

After getting frustrated with the delays, I launched a short game portion of my app last week and although I didn't expect much from it - it was somewhat disappointing to see the sales (7, 41, 11, 8, 1 - downloads for the last 5 days) - with only ~20% downloads in US.

I also found out that the game idea has been already done in at least one other app 2 years ago and that app has a lot more level than my simple app!

Does the declining sales data show that this is a superflop and I should forget about it?

How long would you wait before making this a free app? Right now it is selling for $0.99.
Post edited by ae262 on

Replies

  • xtr3m3xtr3m3 Posts: 19Registered Users
    edited September 2011
    ae262;375442 said:
    I have been working on my first app for the past 8 months and one thing or other has caused delays. I am still several weeks from from the launch - most of the work is design-related stuff and I am doing all the work myself.

    After getting frustrated with the delays, I launched a short game portion of my app last week and although I didn't expect much from it - it was somewhat disappointing to see the sales (7, 41, 11, 8, 1 - downloads for the last 5 days) - with only ~20% downloads in US.

    I also found out that the game idea has been already done in at least one other app 2 years ago and that app has a lot more level than my simple app!

    Does the declining sales data show that this is a superflop and I should forget about it?

    How long would you wait before making this a free app? Right now it is selling for $0.99.
    Atleast you have a 42 sales for a day while i still stuck below 10 sales per day.
  • SundialSoftSundialSoft Posts: 294Registered Users
    edited September 2011
    ae262;375442 said:
    I have been working on my first app for the past 8 months and one thing or other has caused delays. I am still several weeks from from the launch - most of the work is design-related stuff and I am doing all the work myself.

    After getting frustrated with the delays, I launched a short game portion of my app last week and although I didn't expect much from it - it was somewhat disappointing to see the sales (7, 41, 11, 8, 1 - downloads for the last 5 days) - with only ~20% downloads in US.

    I also found out that the game idea has been already done in at least one other app 2 years ago and that app has a lot more level than my simple app!

    Does the declining sales data show that this is a superflop and I should forget about it?

    How long would you wait before making this a free app? Right now it is selling for $0.99.
    I'm just a few weeks ahead of you and learning to live with the real world of the app store as you are. Make sure your keywords and app description are good (you have to submit an update to change the key words though). My app took a very long time to write as the conversion process from C++ was a bit painful but my next one should be much quicker.

    Reviews seem to be quite important so do what you can to encourage reviews.

    Sales might pick up. I had on/off sales for the first week and a bit before things picked up & your sales are better than mine by a long shot for the first week.

    Nothing you can do about a similar game out there. We all get ideas in similar ways so there's bound to be cross over.
  • ilmmanilmman Posts: 915Registered Users
    edited September 2011
    You could take some action to make it free and add it in-app purchases. I believe the guy who made Tangled in this forums was only getting around 10 sales or less a day as well and when he made it free he started getting like 200 in app purchases...
  • mochibitsmochibits Posts: 360New Users
    edited September 2011
  • eviljackeviljack Posts: 221Registered Users
    edited September 2011
    I feel your pain. I spent about 8-9 months on my first game and did everything myself. It flopped. It sucked and was painful but I picked myself up and just moved forward.

    Note: you are competing in the game category which, while it has the highest potential for reward, also has the most cutthroat competition and chances of spectacular failure than any other.
    Yes, I am that man from Nantucket
  • eviljackeviljack Posts: 221Registered Users
    edited September 2011
    Promo Dispenser;375802 said:

    Don't give up too soon, but also don't stick with it too long.
    ^ Ditto
    Yes, I am that man from Nantucket
  • ae262ae262 Posts: 76Registered Users
    edited September 2011
    Thanks for the feedback guys. It is actually in the education category for kids.

    I don't know about increasing the price - I have only 9 levels. There is another app that claims to have 100+ levels for $.99. Although my app does have a new feature which I think is very cool.

    Yesterday, my app completed its first week on the store with 77 downloads.

    No reviews yet. I need to still get the website up and that is the plan for next weekend.
  • jpowell79jpowell79 Posts: 32Registered Users
    edited September 2011
    I also feel your pain!

    We released our first ever iPhone app on the Appstore at the start of the month. In total, we probably spent just over $5000 to get it developed and made, and it took around 5 months from start to finish (although there was a lot of learning as we went along, and that time would probably be halved if we had to do it again)

    We've also had very poor downloads....particularly disappointing considering our game is currently free, and have had good feedback from people saying they enjoy it.....but yet we are averaging around 20 downloads a day! :(

    We're actually lining up an update for the game based on customer feedback, but it won't be long before we switch it to paid (69p) to hopefully try and recoup some of our investment.

    Its a tough, tough market out there.....and even if you have a decent app (which I genuinely believe we have) its still very difficult to succeed.

    fingers crossed for you, and hopefully things will pick up :)
    Try our fun new game Panic at the Pump from Treat Yourself Apps
  • chilistreetchilistreet Posts: 12Registered Users
    edited September 2011
    jpowell79;376012 said:
    I also feel your pain!

    We released our first ever iPhone app on the Appstore at the start of the month. In total, we probably spent just over $5000 to get it developed and made, and it took around 5 months from start to finish (although there was a lot of learning as we went along, and that time would probably be halved if we had to do it again)

    We've also had very poor downloads....particularly disappointing considering our game is currently free, and have had good feedback from people saying they enjoy it.....but yet we are averaging around 20 downloads a day! :(

    We're actually lining up an update for the game based on customer feedback, but it won't be long before we switch it to paid (69p) to hopefully try and recoup some of our investment.

    Its a tough, tough market out there.....and even if you have a decent app (which I genuinely believe we have) its still very difficult to succeed.

    fingers crossed for you, and hopefully things will pick up :)

    Hi

    We also developed an app (game/puzzle and family) and the release day was yesterday. In the first day we sold 69 copies (56 in US). Hopefully it stays like this or gets better. We also invested a lot of time, energy and $$.

    Hey guys, wish me luck :)
    Alain Filliol



    CEO Chilistreet

    www.chilistreet.com



    MadBox Official Trailer

    <a href="http://www.youtube.com/
  • solly747solly747 Posts: 6New Users
    Hi all,

    My first app ( iContact ) went on the app store Thursday, selling for $1.99 and I've only had 19 downloads for both days, 10 & 9 respectively. Pathetic effort I think.

    We move on!!!
  • TouchmintTouchmint Posts: 495Registered Users
    Yea like others have said game market is rough I don't think I would ever take a shot at it unless I was abosultly positive I had something unquie.

    On that note it blows my mind you or anyone else would spend 8 months developing an app without checking out the market. Tbh you got lucky there is only one app like yours. I mean what if there were 10? That would probally mean no sales at all.

    Market research to me is just as important as programming or design.
    TouchMint iPhone Apps

    www.touchmint.com


    Top Apps of the month:

    Quiz and Flashcard Maker

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  • OrionExchangeOrionExchange Posts: 33New Users
    Experiment....:

    - Make it a Free App (Try In-app purchases)
    - Release a small update
    - Create an online webpage using a simple CMS such as Wordpress
    - Send it off for free Reviews, write a press release
    - Spread word of mouth on Facebook via your Friends & Family
    - Use different Ad networks (like our Free Ad Network).

    Good luck and I hope you succeed!
    ae262 said:

    I have been working on my first app for the past 8 months and one thing or other has caused delays. I am still several weeks from from the launch - most of the work is design-related stuff and I am doing all the work myself.

    After getting frustrated with the delays, I launched a short game portion of my app last week and although I didn't expect much from it - it was somewhat disappointing to see the sales (7, 41, 11, 8, 1 - downloads for the last 5 days) - with only ~20% downloads in US.

    I also found out that the game idea has been already done in at least one other app 2 years ago and that app has a lot more level than my simple app!

    Does the declining sales data show that this is a superflop and I should forget about it?

    How long would you wait before making this a free app? Right now it is selling for $0.99.

    OrionExchange.com - The Free iOS and Android Mobile Application Advertising Network! Thousands of free credits for every user to spend on increasing their member base.

    We will endlessly help every developer to succeed by advertising them on Twitter and Facebook pages, our blog, to our friends and contacts and we will be giving away free advertising space for iOS and Android applications!

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  • bhsu21bhsu21 Posts: 187Registered Users
    Try and change your app name. Focus on what your app does instead of going for a unique name. Others have made good suggestions as well.
  • LevyMastLevyMast Posts: 97Registered Users
    ae262 said:

    I have been working on my first app for the past 8 months and one thing or other has caused delays. I am still several weeks from from the launch - most of the work is design-related stuff and I am doing all the work myself.

    After getting frustrated with the delays, I launched a short game portion of my app last week and although I didn't expect much from it - it was somewhat disappointing to see the sales (7, 41, 11, 8, 1 - downloads for the last 5 days) - with only ~20% downloads in US.

    I also found out that the game idea has been already done in at least one other app 2 years ago and that app has a lot more level than my simple app!

    Does the declining sales data show that this is a superflop and I should forget about it?

    How long would you wait before making this a free app? Right now it is selling for $0.99.

    With an oversaturated market (700,000+ apps), visibility is the key.

    It doesn't matter if the app is free or paid, has great graphics or not, spent 1 month or 8 months
    working on it. People do not download apps they cannot find. If you do nothing, a newly released
    app will get buried and forgotten in less than 3 days.

    Sometimes it makes you wonder why you should waste your time developing mobile apps at all.
    The odds of discovery are like winning the lottery now.
  • raymngraymng Posts: 914Registered Users
    ilmman said:

    You could take some action to make it free and add it in-app purchases. I believe the guy who made Tangled in this forums was only getting around 10 sales or less a day as well and when he made it free he started getting like 200 in app purchases...

    From 10 to 200? Are you sure?

    8-|
    My app is $1.99, anyone want to exchange review with me??
    Please PM me if you want. Thanks!!
  • ilmmanilmman Posts: 915Registered Users
    raymng said:

    ilmman said:

    You could take some action to make it free and add it in-app purchases. I believe the guy who made Tangled in this forums was only getting around 10 sales or less a day as well and when he made it free he started getting like 200 in app purchases...

    From 10 to 200? Are you sure?

    8-|
    He posted a thread about it.. -.-

    Anyways this thread is like 1 years old.. why was it revived? LOL
  • RudyRudy Posts: 1,576Registered Users
    Looks like people are posting about me :))

    I went from fairly low sales (but steady) to a spike in free downloads (and then I added new content through IAPs). When the IAPs were first added it did generate a large spike in sales but just like everything it didn't last forever).

    To add a bit to the topic even if it's old, the AppStore is hard to predict like that. Tangled for me has been a success while QuadPad (formerly QuadPong) has been a miserable failure. I thought QuadPad had a lot of potential because it's a fun game that's quick and easy to pick up for a short game but looks like that wasn't enough. Hopefully I will have better luck with future projects, I'm going to be quitting my main job soon to focus on expanding Tangled and developing new products!
  • raymngraymng Posts: 914Registered Users
    edited October 2012
    Rudy said:

    Looks like people are posting about me :))

    I went from fairly low sales (but steady) to a spike in free downloads (and then I added new content through IAPs). When the IAPs were first added it did generate a large spike in sales but just like everything it didn't last forever).

    To add a bit to the topic even if it's old, the AppStore is hard to predict like that. Tangled for me has been a success while QuadPad (formerly QuadPong) has been a miserable failure. I thought QuadPad had a lot of potential because it's a fun game that's quick and easy to pick up for a short game but looks like that wasn't enough. Hopefully I will have better luck with future projects, I'm going to be quitting my main job soon to focus on expanding Tangled and developing new products!

    Could you share any successful hints or marketing channels for Tangled? Is IAP really the key?
    Thanks.
    Post edited by raymng on
    My app is $1.99, anyone want to exchange review with me??
    Please PM me if you want. Thanks!!
  • RudyRudy Posts: 1,576Registered Users
    raymng said:


    Could you share any successful hints or marketing channels for Tangled? Is IAP really the key?
    Thanks.

    I don't really know to be honest, just dumb luck. I changed the price from $0.99 to free and got picked up by some deal sites etc. It might have helped that I didn't have the IAPs in yet
  • raymngraymng Posts: 914Registered Users
    Rudy said:

    raymng said:


    Could you share any successful hints or marketing channels for Tangled? Is IAP really the key?
    Thanks.

    I don't really know to be honest, just dumb luck. I changed the price from $0.99 to free and got picked up by some deal sites etc. It might have helped that I didn't have the IAPs in yet
    I think it is very dangerous if we don't know why our apps succeed, since app store is not our website, we can't check the logs to know exactly how users find us.. search result, or review sites, no idea at all...
    My app is $1.99, anyone want to exchange review with me??
    Please PM me if you want. Thanks!!
  • BdRBdR Posts: 166Registered Users
    edited October 2012
    The education apps in the kids category is a pretty good section to be in. Two colleagues of mine did an app in that category and they got fairly okay sales, I thought it was around 1500 paid downloads in about 4 months.

    A good tip would be to localise your app; make it support some other languages (including the title) to increase sales. And from my own experience, about 1 in 200 users (or worse) will spontaneously give your app a user review. So if you want to get user reviews, you'll have to make the app actively ask at a strategic point in the app.
    Post edited by BdR on
  • raymngraymng Posts: 914Registered Users
    BdR said:

    The education apps in the kids category is a pretty good section to be in. Two colleagues of mine did an app in that category and they got fairly okay sales, I thought it was around 1500 paid downloads in about 4 months.

    A good tip would be to localise your app; make it support some other languages (including the title) to increase sales. And from my own experience, about 1 in 200 users (or worse) will spontaneously give your app a user review. So if you want to get user reviews, you'll have to make the app actively ask at a strategic point in the app.

    Agree that localizing is important.
    My app is $1.99, anyone want to exchange review with me??
    Please PM me if you want. Thanks!!
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