hellos,
I know how to download your app did you get ....
Thank you.
Printable View
hellos,
I know how to download your app did you get ....
Thank you.
I have over 10 apps in the store that I have pushed in the past 4 months. My best apps have about 10,000 downloads every month. My worst apps have about 100 downloads a month. Keep in mind my apps are not breaking new ground like the other developers here since I committed myself for the first four months to producing commodity apps like Checkers and Blackjack in order to get the process of developing apps perfected. I will start pushing out original concepts and marketing in the coming weeks. I anticipate the results will be much more substantial.
Woah Keith, that's a big number, are of the highest paid download?
My first app "Color Machine" has had very few downloads, but is growing hope that the number of downloads increases, and I think I finished a promo video and make more noise in the apps forums.
10,000 wohaaaa...
Keith, what is the name of your app with downloads 10,000 and 100 ?
Guys they are free apps so I won't be retiring soon. Blackjack Smack has seen about 6,000 downloads this week and I released it in late November I believe. Poor little Checkers Electric which I labored the most on has a mere 500 downloads since release last Thursday.
Yesterday i sold 1 app and my two free apps had 2 downloads each. Iad revenue last 7 days $0.32. I made my paid app free for 2 days and received 700 downloads.
So far games are costing me at least 10x what they earn to make, not taking in to account my time but its early days and i hope one day i can make a game that is worth the time.
Keith i have played most of your games and never seen a single ad, do your free apps use iads ?
And Paid Apps?
Keith, how many downloads of your paids apps?
@Koji I only kept one app paid long enough to recover the investment cost of $600 USD which took less than three weeks. At it's peak as a free app it was doing about $40 a day in iAd. I've switched it back to paid for now to see how it performs. All my apps going forward have and will be free.
I believe the key to success is to create a portfolio of diversified apps that spreads out your risk and reward. You also need to time box your efforts. Spending dozens of hours creating an app is a substantial investment that I'm not willing to take. Example: I spent 15 hours creating Pyramid Solitaire Redux which is doing terrible, but I was able to reuse quite a bit of that effort to create Tri Peaks Solitaire Redux in less than 5 hours and it is doing about $250 a month in ad revenue after Apple's take. Over the course of 12 months it will teeter off I'm sure but I stand to get a net positive gain regardless even after factoring in costs such as licensing assets and software to build it.
All it takes is 1 app from a catalog of apps to be downloaded 150,000 times by US residents and played infrequently to see six digits of iAd in a year. It is really not an unrealistic goal and you stand a better chance to achieve it if you diversify your app portfolio. Creating many little apps creates other opportunities as well. By creating many little apps I can operate in the gaps created by mega studios. By making them free more people can use my apps and advertising allows me to still monetize them. I just had my 1,000,000th game played since my first app went live in early September. I'm getting 25-30k ad requests a day for ads and while only about 60% are from paid locations that is still an okay number 4 months in. Maybe when I start releasing high concept apps over the next few months I will look back and laugh at these numbers, but right now I'm happy considering the commodity nature and simplicity of the apps I've created. I could not put all my eggs in one app basket given the risk that creates, but by releasing an app a week as I plan to do this year I stand to really put out a portfolio where some apps fade to obscurity and others become brands I can embrace and build upon. Maybe then I can make them full-fledged apps and see the kind of downloads that would really enable substantial revenue.
I would like to add that marketing is a key element I am not doing, but that's because I believe that games will gain critical mass if they warrant it. Otherwise they will remain niche and still serve a purpose in realizing acceptable revenue.
To be fair I've been coding for 25 years (Java, C#, VB, etc.), using Photoshop since it came out with UMAX scanners in 1991, and have used many tools similar to MMF in the past (Director, Flash, Authorware, etc.) so I do have a leg up on delivering apps quickly. One thing that has been a pain is writing extensions in C++ and then Objective-C. If I had one wish for 2012 it would be the ability to do programming using LUA that would port to iOS. Games like Checkers with computer AI built on Minimax w/Alpha Pruning are really a pain to make happen in C++/Objective-C but fundamentally simple from a pure declarative programming standpoint.
Lastly, I look at the Clickteam community as a family so don't hesitate to PM me. We're all trying to do the same thing and each of us will have lessons learned that are invaluable.
I had some little succes with brutal Billy http://itunes.apple.com/nl/app/bruta...453997231?mt=8
and night terrors for the ipad, I put it up on itunes for 5 dollars or something and it get's downloaded 3/5 times a week.
Brutal Billy had over 800 downloads (079,) still getting 6 downloads a week.
Stumble Tumble doesn't do that well I have 23 downloads it's really a flop