Please do not post the same thing multiple times. The board software automatically flags certain posts as needing moderator attention. This happens the most often for new users. I'm pretty sure this is made clear at the time you attempt to post. Posting the same thing over and over again just makes that many more posts the moderators have to weed through later. This makes us sad. Don't make us sad. If your post/thread doesn't appear, just wait a while. Don't post it again. If it hasn't shown up by the next day, then you can try again. I normally go through posts in the mornings, and try to check a few times throughout the day, but I'm not here 24/7. There will typically be a significant delay before posts are approved. Just be patient.
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 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.
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.
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...
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.
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.
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 :)
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 $$.
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.
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.
- 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).
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.
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!
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.
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!!
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
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!
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!!
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
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!!
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.
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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0 · Off Topic Insightful Disagree Dislike Like AwesomeReviews 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.
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0 · Off Topic Insightful Disagree Dislike Like AwesomeNote: 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.
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0 · Off Topic Insightful Disagree Dislike Like AwesomeI 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.
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0 · Off Topic Insightful Disagree Dislike Like AwesomeWe 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 :)
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0 · Off Topic Insightful Disagree Dislike Like AwesomeHi
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 :)
CEO Chilistreet
www.chilistreet.com
MadBox Official Trailer
<a href="http://www.youtube.com/
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0 · Off Topic Insightful Disagree Dislike Like AwesomeMy 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!!!
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0 · Off Topic Insightful Disagree Dislike Like AwesomeOn 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.
www.touchmint.com
Top Apps of the month:
Quiz and Flashcard Maker
Bracket Maker
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0 · Off Topic Insightful Disagree Dislike Like Awesome- 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!
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!
Skype: OrionExchange
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0 · Off Topic Insightful Disagree Dislike Like AwesomeGratitude Journal 365: Be thankful and change your life..
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0 · Off Topic Insightful Disagree Dislike Like AwesomeIt 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.
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0 · Off Topic Insightful Disagree Dislike Like Awesome8-|
Please PM me if you want. Thanks!!
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0 · Off Topic Insightful Disagree Dislike Like AwesomeAnyways this thread is like 1 years old.. why was it revived? LOL
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0 · Off Topic Insightful Disagree Dislike Like AwesomeI 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!
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0 · Off Topic Insightful Disagree Dislike Like AwesomeThanks.
Please PM me if you want. Thanks!!
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0 · Off Topic Insightful Disagree Dislike Like AwesomePlease PM me if you want. Thanks!!
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0 · Off Topic Insightful Disagree Dislike Like AwesomeA 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.
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0 · Off Topic Insightful Disagree Dislike Like AwesomePlease PM me if you want. Thanks!!
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