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Why people still fall for FAAD?

watermelonvodkawatermelonvodka Posts: 28Registered Users
Just wanna see other people's experience. Did you know what just by making your app free, you will get tens of thousands of download without using any ridiculous service like FAAD?

There are tons of discount app, free app tracking services/apps out there. Once you change your app to free, these services/apps automatically pick it up. I just hate to see more people falling for FAAD and angry when a stupid free app has a FAAD description.

Business is really hard if it's not based on repeated business model. They can trick you once, but they can't trick you twice. How many time have you seems the same app is on FAAD?
Post edited by watermelonvodka on
<a href="http://www.DIYAppReview.com" target="_blank">DIYAppReivew</a>
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Replies

  • AragornSGAragornSG Posts: 336Registered Users @ @
    edited February 2012
    I paid $5500 for FAAD few weeks ago and while it was way less downloads than I expected (ended up with perhaps 5-7k downloads generated by the promotion), which under normal circumstances would be a terrible outcome, it didn't turn out too bad from the financial point of view.

    FAAD has a very valuable user base. The promotion increased the daily income of my game by $200-300. Those numbers would return the investment inside a month (total cost was about $4500, since I didn't have to pay tax on those five grand).

    It's definitely not "hello stratosphere!" for me, but no wasted money either.

    All depends on the app you're promoting. If it's very niche, like my game, you might see really bad results. If it's something general, appealing to broad audience, then it would be more valuable.

    Also, my game was free, so I didn't qualify for the main spot, just the daily double.

    PS I'm definitely going to do it again later on, if not with Dragon Lords, then with my next game, which is going to be more appealing to the broad audience.
    Dragon Lords: MMO Strategy for iPhone & Android
    http://www.DragonLordsMobile.com
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  • rocotilosrocotilos Posts: 3,288iPhone Dev SDK Supporter, Registered Users @ @ @ @ @
    edited February 2012
    I wouldn't dare even to spend over 200bucks for any kind of marketing.
    You guys rock!
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  • AragornSGAragornSG Posts: 336Registered Users @ @
    edited February 2012
    rocotilos wrote: »
    I wouldn't dare even to spend over 200bucks for any kind of marketing.
    You guys rock!
    You have to spend money to make money. :)

    Also, if you don't try, you don't succeed. True, there are "what the hell have I done!" moments, but in the end, you end up smarter and better prepared for your next step. My next move is going to be trying TapJoy and seeing what's their ROI.
    Dragon Lords: MMO Strategy for iPhone & Android
    http://www.DragonLordsMobile.com
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  • ilmmanilmman Posts: 950Registered Users @ @ @
    edited February 2012
    is it me or if you leave your app paid for like a few months then turn it to free.. the download rate is alot higher for some reason?
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  • rocotilosrocotilos Posts: 3,288iPhone Dev SDK Supporter, Registered Users @ @ @ @ @
    edited February 2012
    AragornSG wrote: »
    You have to spend money to make money. :)

    Also, if you don't try, you don't succeed. True, there are "what the hell have I done!" moments, but in the end, you end up smarter and better prepared for your next step. My next move is going to be trying TapJoy and seeing what's their ROI.

    Yes, with big risk, comes big returns. I'm a play-safe kinda guy. The most that I have spent for marketing was 200bucks for an ad at a famous app review/news blog. It was too good of a deal to let go since it runs for 365 days! ;)
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  • AragornSGAragornSG Posts: 336Registered Users @ @
    edited February 2012
    rocotilos wrote: »
    I'm a play-safe kinda guy.
    Me too. :)
    But my definition of safety is: only spend what you have already earned.
    Dragon Lords: MMO Strategy for iPhone & Android
    http://www.DragonLordsMobile.com
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  • Sinecure IndustriesSinecure Industries Posts: 408Registered Users @ @
    edited February 2012
    Not bad all things considered. Let's hope he breaks even
    <a href="http://ind.ustri.es/twitter" target="_blank">@sinecureind</a>|<a href="http://bit.ly/r6pflb" target="_blank">All Our Apps on iTunes</a>|<a href="http://bit.ly/qNO0lT" target="_blank">Backlash</a>|<a href="http://bit.ly/ybCp9e" target="_blank">Vis
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  • ziocletoziocleto Posts: 1,107Registered Users @ @ @ @
    edited February 2012
    He reports 6000 (six thousand) additional downloads on the promotion day compared to the average numbers and +10 (ten) downloads in IAP compared to the average.

    I don't get this, he's only got 6000 downloads more? Surely that won't pay $6.5k back.
    And what's that 10 mean? 10 as absolute number? 10% more? 10 times more?
    <a href="http://itunes.apple.com/us/app/id443802549?mt=8" target="_blank">Paper Camera</a><br />
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  • ziocletoziocleto Posts: 1,107Registered Users @ @ @ @
    edited February 2012
    His app averaged 10.000 downloads a day and on the promotion day he had 16.000 downloads.

    The app has more than 5 different IAP products and the average IAP downloads were let's say 100 (I don't know anymore) and on the promotion day he had 110 IAP downloads.

    That means, users bought 100 items daily, while on that day he sold 110 items. The IAPs cost $0.99 so until then he made $99 while on promotion day he made $110.

    I hope it is more clear now. :)

    It makes sense and it looks like he flushed down the toilet $6.5k to get $10 in return, that's not what I call a good deal! :O
    He will need more than 2 years at this constant "improvement" to get his money back, auch.
    <a href="http://itunes.apple.com/us/app/id443802549?mt=8" target="_blank">Paper Camera</a><br />
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  • HappyByteHappyByte Posts: 317New Users @ @
    edited February 2012
    ziocleto wrote: »
    It makes sense and it looks like he flushed down the toilet $6.5k to get $10 in return, that's not what I call a good deal! :O

    Looks EPIC FAIL to me!

    Pay $6.5k for what you easily get for free every day.

    People go with FAAD because they spam developers - that's it, a direct marketing.
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  • MarkCMarkC Yorkshire, EnglandPosts: 1,959iPhone Dev SDK Supporter, Registered Users @ @ @ @
    edited February 2012
    I very nearly used them about 18 months ago. Glad I didn't go follow through with it, or I'd have been following through in a different way!! :D
    neon_images_framed.jpg
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  • ziocletoziocleto Posts: 1,107Registered Users @ @ @ @
    edited February 2012
    It generated 7000 downloads (instead of 100 average) and 0 (null, zero, nada, niente, nic, nothing) IAP purchase.

    The promotion had cost $6500

    The more I think about it, the more I realise that un-targeted downloads are very very very evil.

    Like 7000 downloads and no-one gives a damn, I attribuite that to these factor:

    1) Very hard to find a good demographic conversion out of those 7000 random people
    2) They have no attachment to the product, the less it costs (free being the singularity) the less is the emotional attachment to the product. IE even if the game it's nice, they probably don't care much.
    3) Conversion rate these days it's harder, there are far too many other successful games/apps, and for a newcomer even getting 1% of those 10 minutes a day an average iOS user spends to play games it's tough.

    I think number 2 it's the real key, I remember when we had our free app + iAD the "normal" download always driven more conversion.

    So the only way to get it working it's to make it organic (IE word of mouth or social suggestions, infact I quite like pinterest, even if I haven't even started "pinning" ).

    Brute force doesn't work.
    <a href="http://itunes.apple.com/us/app/id443802549?mt=8" target="_blank">Paper Camera</a><br />
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  • AragornSGAragornSG Posts: 336Registered Users @ @
    edited February 2012
    It generated 7000 downloads (instead of 100 average) and 0 (null, zero, nada, niente, nic, nothing) IAP purchase.
    Looks like your friend needs to work on monetization and probably retention. 7000 downloads and zero increase in revenue is not normal. With similar number of downloads from FAAD Dragon Lords started earning $200-300 a day more.
    Dragon Lords: MMO Strategy for iPhone & Android
    http://www.DragonLordsMobile.com
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  • mochibitsmochibits Posts: 361New Users @ @
    edited February 2012
    Great info. Was just looking into this.

    Doesn't FAAD also take part of your profits for a certain amount of days too? Like other free app a day services.
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  • watermelonvodkawatermelonvodka Posts: 28Registered Users
    edited March 2012
    Omg! $13000 down the toilet... I bet he can get just as many download if he just make his paid app free. I guess it might have a point for free app. Anyone try magazine ads?

    I contacted iphonelife for their media kit and cross referenced the ad slots to appannie ranking. No go! There is hardly any sales for the poor apps that "advertise" on them.

    Advertising is becoming a dirty word for me. It seems totally useless. Direct sales make more sense to me.
    <a href="http://www.DIYAppReview.com" target="_blank">DIYAppReivew</a>
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  • NSStringNSString Posts: 90Registered Users @
    edited March 2012
    Omg! $13000 down the toilet... I bet he can get just as many download if he just make his paid app free. I guess it might have a point for free app. Anyone try magazine ads?

    I contacted iphonelife for their media kit and cross referenced the ad slots to appannie ranking. No go! There is hardly any sales for the poor apps that "advertise" on them.

    Advertising is becoming a dirty word for me. It seems totally useless. Direct sales make more sense to me.

    I agree. Advertising should be replaced by PPI, Cross Promotion, ASO, In App Social Promotion tricks etc + Meditation (for luck!!)
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