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iPhone vs Android app sales: numbers from an indie developer

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Re: iPhone vs Android app sales: numbers from an indie developer

#33

Another android dev with (much) lower volume here. Curious how you know about errors driving that 20% number. Is there a report somewhere with this detail or is it just inferred from customer emails? The only failures I ever see come through are declined credit cards or the regular cancellations from users who used the 15min refund window.

From the Google Checkout inbox. The 20% is just an eyeball estimate of errors/payment declined vs actual sales.

Re: iPhone vs Android app sales: numbers from an indie developer

#34

Another android dev with (much) lower volume here. Curious how you know about errors driving that 20% number. Is there a report somewhere with this detail or is it just inferred from customer emails? The only failures I ever see come through are declined credit cards or the regular cancellations from users who used the 15min refund window.

From the Google Checkout inbox. The 20% is just an eyeball estimate of errors/payment declined vs actual sales.

20% sounds about right based on my experience.

Re: iPhone vs Android app sales: numbers from an indie developer

#36
post #26

Earlier quoted context omitted.

Great info. Was this app featured prominently in either store at any time, or just listed rank and file with all the other apps?

I was never featured on either store. Everything came from organic downloads and word of mouth.

Did you put much effort/research into choosing your keywords?

Re: iPhone vs Android app sales: numbers from an indie developer

#37

It may be worthwhile for me to chime in here with my own stats, which are far less impressive than bignoggins. I recently ported my iOS app, BridgeBasher, to Android. I took a different route though. Since I had no users on Android, I thought the best thing to do would be to create an ad-based version on Android, mostly because I've heard a lot of people say that Android users are less likely to pay for apps. I decid…

Android users are paying, I can attest to that as well. Mind sharing about how high you rank on iOS?

Also, I just went to download BridgeBasher. Your game wants crazy permissions. Why should a game have to update my SD card contents, need my location, AND have access to device calls and identity?

Re: iPhone vs Android app sales: numbers from an indie developer

#38

It may be worthwhile for me to chime in here with my own stats, which are far less impressive than bignoggins. I recently ported my iOS app, BridgeBasher, to Android. I took a different route though. Since I had no users on Android, I thought the best thing to do would be to create an ad-based version on Android, mostly because I've heard a lot of people say that Android users are less likely to pay for apps. I decid…

Would you mind disclosing your sales for the past week? What did you do (without pushing an update) that made it shoot up so much?

http://www.appannie.com/bridgebasher/ranking/history/#view=g...

Re: iPhone vs Android app sales: numbers from an indie developer

#39

It may be worthwhile for me to chime in here with my own stats, which are far less impressive than bignoggins. I recently ported my iOS app, BridgeBasher, to Android. I took a different route though. Since I had no users on Android, I thought the best thing to do would be to create an ad-based version on Android, mostly because I've heard a lot of people say that Android users are less likely to pay for apps. I decid…

Looking you up on the Market, you have 5k+ downloads. Your competitor, X Construction has 100k+ downloads for the paid version and 5m+ for the free version. So that's roughly a 2% conversion rate. If you released a paid version instead and got 2% of the downloads, you'd have $100 instead of $10. Still not near the iPhone version, but I'll guess you didn't have an entrenched competitor when you started on iPhone.

(Give or take a little inaccuracy as I'm just using the lowest possible figures from what Android Market gives me)

Also, if I search Bridge Builder, (which is pretty much the name of the genre) their app shows up and not yours, which may hurt your visibility. Maybe try fit that into your description somewhere?

Re: iPhone vs Android app sales: numbers from an indie developer

#40
post #38

It may be worthwhile for me to chime in here with my own stats, which are far less impressive than bignoggins. I recently ported my iOS app, BridgeBasher, to Android. I took a different route though. Since I had no users on Android, I thought the best thing to do would be to create an ad-based version on Android, mostly because I've heard a lot of people say that Android users are less likely to pay for apps. I decid…

Would you mind disclosing your sales for the past week? What did you do (without pushing an update) that made it shoot up so much? http://www.appannie.com/bridgebasher/ranking/history/#view=g...

I have another app, SimplePhysics, which is a far better app, and I made it free last week. I have a notification in it that says: "If you like SimplePhysics, then you should check out my other game, BridgeBasher!" and redirects them to the download page for BB. Since SP is free, it's getting around 80k-100k downloads per day, and really driving sales for BB.
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