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It's Insanely Hard to Make a Kick-Ass iPhone App

georgesaines.com

61–70 of 93 posts

Re: It's Insanely Hard to Make a Kick-Ass iPhone App

#61

For some excellent examples of apps in the vaunted league that he mentions, check out Beautiful Pixels. http://beautifulpixels.com The user interface is everything if you want to compete in the major leagues (e.g. top 100).

May get downvoted for pedantry, but the spelling error in the first paragraph on that page drives home the OP's point. There are so many ways to undermine yourself as an indie dev.

Re: It's Insanely Hard to Make a Kick-Ass iPhone App

#62

Are there many examples of iPhone apps that are simultaneously (and somewhat objectively): (1) beautiful, (2) easy to use, and (3) useful, that still don't go anywhere? I've been trolling around the app store for awhile trying to understand the market and what I see are tons of novelty apps, fugly apps (by anyone's standards), buggy apps, and apps that break usability in all kinds of ways. And judging by the lack of…

I would say my puzzle game ( http://itunes.apple.com/gb/app/combination/id300288142?mt=8 ). It got good reviews from people who played it, a good review on ArsTechnia ( http://arstechnica.com/apple/reviews/2009/04/minireview-comb... ) and was 99 cents. I only sold a couple of hundred, and after months of trying to get more publicity and sales I gave up and made it free.

I just downloaded it. It's a "simple" but nice game. I'm playing it right now. Thank you (:

Re: It's Insanely Hard to Make a Kick-Ass iPhone App

#63

do android developers have many of the same issues?

What I've found difficult to navigate is that while it feels a little like the joy of programming your old C64 (or in my case, Osborne 1), the truth is you're putting your work out there and it suddenly becomes open to both harsh criticism and support expectations - even if you're giving it away for free, without advertising.

My app is for film-makers, and it's called Acacia (https://market.android.com/details?id=com.ephemerald.cameraa...), and I'll fix the bugs when I have time :)

Re: It's Insanely Hard to Make a Kick-Ass iPhone App

#64

Are there many examples of iPhone apps that are simultaneously (and somewhat objectively): (1) beautiful, (2) easy to use, and (3) useful, that still don't go anywhere? I've been trolling around the app store for awhile trying to understand the market and what I see are tons of novelty apps, fugly apps (by anyone's standards), buggy apps, and apps that break usability in all kinds of ways. And judging by the lack of…

I would say my puzzle game ( http://itunes.apple.com/gb/app/combination/id300288142?mt=8 ). It got good reviews from people who played it, a good review on ArsTechnia ( http://arstechnica.com/apple/reviews/2009/04/minireview-comb... ) and was 99 cents. I only sold a couple of hundred, and after months of trying to get more publicity and sales I gave up and made it free.

Hey, I bought this after the Ars review. Thank you for your work on it! I got well more than 99 cents of entertainment value out of it.

I'm curious: did you make the puzzles by hand or generate them algorithmically?

Re: It's Insanely Hard to Make a Kick-Ass iPhone App

#65
Marketing is even harder!

Although not an iPhone app, we've spent a lot of time in both developing and marketing our iPad game. But the revenue doesn't justify building another game which we would've loved to do. Developing an app is only half the battle, the other half is marketing it and as developers we are very bad at marketing.

Our criteria for a success was: Polished Graphics, Engaging Gameplay, Sense of Humor and a Cool Trailer.

Paddle Battle for iPad:

http://paddle-battle.com/

http://www.youtube.com/watch?v=xP2gnq6z3Fc

http://itunes.apple.com/us/app/paddle-battle/id415463249?mt=...

Re: It's Insanely Hard to Make a Kick-Ass iPhone App

#66

Are there many examples of iPhone apps that are simultaneously (and somewhat objectively): (1) beautiful, (2) easy to use, and (3) useful, that still don't go anywhere? I've been trolling around the app store for awhile trying to understand the market and what I see are tons of novelty apps, fugly apps (by anyone's standards), buggy apps, and apps that break usability in all kinds of ways. And judging by the lack of…

I have $420 revenue from 285 sales (started $3, dropped to $1) in 6 months from my side project. http://itunes.apple.com/us/app/alcohology/id437180278?mt=8 . Getting attention is hard. Ridiculously hard. Insanely, impossibly hard. I couldn't get a review from a single website. I submitted the app to dozens of review sites, food/drink blogs, and tech blogs and didn't get a single response. Actually, that's not true. I…

Sorry to be harsh, but I have to agree with ovi256, I don't think your app looks beautiful. In particular, your fonts look boring (Arial?), there needs to be some small padding for the ingredients on the Random page, the neon-lighting on the borders looks a bit ugly, too many different colors seem to used on various pages....

I am not a designer, but you should get one to give you some suggestions. In any case, I just bought your app......happy to help out a fellow HN-er :) Hopefully this will help improve my cocktail-making skills.

PS> Check out a book called Tapworthy.

Re: It's Insanely Hard to Make a Kick-Ass iPhone App

#67

Are there many examples of iPhone apps that are simultaneously (and somewhat objectively): (1) beautiful, (2) easy to use, and (3) useful, that still don't go anywhere? I've been trolling around the app store for awhile trying to understand the market and what I see are tons of novelty apps, fugly apps (by anyone's standards), buggy apps, and apps that break usability in all kinds of ways. And judging by the lack of…

I would say my puzzle game ( http://itunes.apple.com/gb/app/combination/id300288142?mt=8 ). It got good reviews from people who played it, a good review on ArsTechnia ( http://arstechnica.com/apple/reviews/2009/04/minireview-comb... ) and was 99 cents. I only sold a couple of hundred, and after months of trying to get more publicity and sales I gave up and made it free.

It is a lovely little game. I think the first problem is in your marketing script. You call out negatives (doesn't have plot, soundtrack, etc) right away. I actually was expecting a silent game from this. Instead it does have sound effects, even if minimal. Regardless I don't think drawing attention to the negatives helps you. I also think the hole and wall graphics aren't helping sell it - they don't 'fit' all that well in my opinion.

Despite that I do think you prove the point that the previous poster requested. Unfortunately yours is one of many examples of well-done apps that doesn't get traction.

Do forgive the critique, I hope it will be helpful to you in going on to make ever more amazing apps. And I'll curtail my suggestions here. :)

Re: It's Insanely Hard to Make a Kick-Ass iPhone App

#68

Are there many examples of iPhone apps that are simultaneously (and somewhat objectively): (1) beautiful, (2) easy to use, and (3) useful, that still don't go anywhere? I've been trolling around the app store for awhile trying to understand the market and what I see are tons of novelty apps, fugly apps (by anyone's standards), buggy apps, and apps that break usability in all kinds of ways. And judging by the lack of…

My iPhone app http://www.facemouth.com.

Polished and went nowhere. Breaking the top 25 for an indie dev is hitting the lottery. It takes a big Ad budget and great PR.

Re: It's Insanely Hard to Make a Kick-Ass iPhone App

#69
post #19

But the reason why developers are shackled to Objective C is to make sure processes finish in human time, and this is fundamentally a performance bottleneck in mobile hardware. I use monotouch. Compiles to ARM assembly. Not seeing any problems. For a generation of coders accustomed to limitless managed memory, high-level programming abstractions, and thousands of deeply functional opensource libraries, mobile is a st…

Do you have any examples of what you've build with MonoTouch?

I've done native development for iOS, Android, and WP7, and I'd be interested to see what advantage MonoTouch brings.

Re: It's Insanely Hard to Make a Kick-Ass iPhone App

#70
post #64

Earlier quoted context omitted.

I would say my puzzle game ( http://itunes.apple.com/gb/app/combination/id300288142?mt=8 ). It got good reviews from people who played it, a good review on ArsTechnia ( http://arstechnica.com/apple/reviews/2009/04/minireview-comb... ) and was 99 cents. I only sold a couple of hundred, and after months of trying to get more publicity and sales I gave up and made it free.

Hey, I bought this after the Ars review. Thank you for your work on it! I got well more than 99 cents of entertainment value out of it. I'm curious: did you make the puzzles by hand or generate them algorithmically?

Thank you!

Algorithmically. The game actually came out of a research project into generating and automatically ranking the difficulty of puzzle games.

I have a long term plan to write a new game, with different puzzle games in it, using the same technique. The main slowness is a) Playing around with HTML5 and b) Figuring out how to make money off it (as with a webapp, you can actually lose a lot of money with hosting and servers, instead of the $100/year cap from Apple!)

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