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.
The orders show up as "Payment Declined" in the order inbox, or "Cancelled by Google". If a customer just refunds, then the order just says "Cancelled" and the details of the order say that the card was successfully authorized. It's those people that WANT to give you their money but get stopped because of a Payment Decline or Google Cancel that are ridiculous.
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
#62Earlier quoted context omitted.
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
#63Re: iPhone vs Android app sales: numbers from an indie developer
#64It doesn't look like this is a fair comparison. If you ported your app from IOS to Android, then presumably the IOS version has had the opportunity to gain popularity already, which the Android version has not. I'm not a mobile app dev, but I assume that it takes some time before an app can gain popularity and hit it's sales peak. It may make more sense to compare the first two weeks of IOS sales to the first two wee…
I think it's an annual app, so the iPhone users need to rebuy it each year at the start of football season. So it seems a fair comparison.
Re: iPhone vs Android app sales: numbers from an indie developer
#65There are huge issues buying content on iTunes. Apple doesn't fix it or tell you, or help you get in touch with the developer to work around it.
Re: iPhone vs Android app sales: numbers from an indie developer
#66Re: iPhone vs Android app sales: numbers from an indie developer
#67Another 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.
The orders show up as "Payment Declined" in the order inbox, or "Cancelled by Google". If a customer just refunds, then the order just says "Cancelled" and the details of the order say that the card was successfully authorized. It's those people that WANT to give you their money but get stopped because of a Payment Decline or Google Cancel that are ridiculous.
Re: iPhone vs Android app sales: numbers from an indie developer
#68Earlier quoted context omitted.
I develop for Android and iOS too, and Android Market is terrible with declined purchases and "failed to deliver" issues. What's worse is that there is no good way to get information about what's wrong and who's affected. In-app purchases also have terrible bugs on Android - bugs like this http://code.google.com/p/marketbilling/issues/detail?id=14 open for months cause payments to just 'disappear'. The only thing wor…
So, I'm about to take the plunge into the market, and have been wondering about this exact issue. How do you deal with it when you get failed to deliver problems? I mean, you probably can't just give them the apk, that's its own can of worms... any tips?
Re: iPhone vs Android app sales: numbers from an indie developer
#69Regarding #3, I wrote a script that automatically emails the 20% of customers who get their orders declined, asking them to purchase the app directly through me using PayPal. A surprising number of them do. It's not a perfect solution, but at least it recovers some lost revenue. You can have this feature available for your app through http://www.AndroidLicenser.com
Re: iPhone vs Android app sales: numbers from an indie developer
#70Earlier quoted context omitted.
Because the iPad version is a completely different app at a different price point, so it would skew the results. If I counted iPad/in-app/ad revenue it would nearly triple the iOS numbers.
Damn, you are doing well. Is it just you behind this operation?
I also have another iPhone app that sells much better but it came out recently so I haven't had a chance to port to iPad or Android yet.