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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

#91
post #8

Any plans to add winphone7 version now that it's mango time??

Not until it gains significant marketshare. Supporting Android/iPad/iPhone is enough to keep me busy for now =)

Fair enough. Currently a 3GS iPhoner, but the temptation of LTE and a larger screen may be luring me to (or away from depending on who you ask) the dark side. I've enjoyed your iOS hockey app, but one app won't make my decision on which phone I choose.

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

#92
post #72

Earlier quoted context omitted.

When iOS became popular, developers spilled the beans left and right about how successful they were, causing a landslide of competition and a massive goldrush. I think Android devs with success realized this and have decided it's better for business just to shut up.

I think this is silly. Android download info is public (the range anyway). You can just go to the android market and easily see that the top apps are making quite a bit of money.

I'm just saying that you may have made a monster mistake by posting your numbers.

One of our games was making very similar numbers for about 4 months, then a competitor, a talented college kid, decided he would make a game really similar to ours and put it out there for free. Not even with ads.

Over the next 4 months, we saw sales drop to about 1/5 of what we were making in our good months. He has out-ranked us and doesn't seem to have any interest in making much money tho he as since put in an ad that shows up upon a game-over.

I'm worried that you just put a nail in your own coffin, and are about a month or 2 from realizing it... on Android at least.

I wish you good luck. You need to step up your game now and make sure you are on the very cutting edge. If there's even 1 feature that your users want that you haven't done yet, that's the one feature that gets the competition an edge-in on your app.

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

#93
post #64
post #12

Earlier quoted context omitted.

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.

I have to disagree, even though they have to rebuy it he has already had a year to build up a user-base.

Yes, brand awareness and commercial goodwill are important.

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

#94
post #92

Earlier quoted context omitted.

I think this is silly. Android download info is public (the range anyway). You can just go to the android market and easily see that the top apps are making quite a bit of money.

I'm just saying that you may have made a monster mistake by posting your numbers. One of our games was making very similar numbers for about 4 months, then a competitor, a talented college kid, decided he would make a game really similar to ours and put it out there for free. Not even with ads. Over the next 4 months, we saw sales drop to about 1/5 of what we were making in our good months. He has out-ranked us and d…

i'm not too worried. if it happens it happens. This isn't even my best performing app by a long shot. Besides, it already has a ton of visibility in the app store so competitors would naturally arise whether I posted any numbers or not.

From my experience most successful entrepreneurs don't worry about competitors that much. They just focus on building the absolute best product they can.

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

#95
post #45

Earlier quoted context omitted.

Can you expand on that? What are the issues?

One I can think of now: It doesn't tell you when someone with prior versions of the OS tries to download something you built with too high of a deployment target. This happens so often right now with the Verizon iPhone versioning being <4.3.

Good point. That guy Marco from instapaper talked about this issue some time ago but didn't mention that apple makes it hard to specify a minimum os version in any kind of informed way.
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