At first, 200,000 downloads sounded impressive, getting into the top apps lists is also impressive, but the problem is outlined in the second paragraph. >> Gasketball was released for free, with a one-time in-app purchase that unlocks the rest of the game offered for $2.99. The conversion rate to the paid version of the game sits at 0.67%. It seems like they should figure out why the conversion rate is low (e.g. perh…
How an app with 200,000 downloads led to developer homelessness
21–30 of 129 posts
Re: How an app with 200,000 downloads led to developer homelessness
#22While this is a sad story, I'm finding it hard to feel sorry for them. This is a prime example of excellent execution but poor marketing. First, I've never heard of this game an it looks pretty awesome. My wife and I loved The Incredible Machine and this seems like a great derivation on that. Second, it's iPad only so you are missing out on a ton of iPhone sales. I've bought stuff on my iPhone which I didn't on my iP…
I agree about the iPad-only choice being unfortunate. As for exposure: Surprisingly, Gabe and Tycho haven't managed to talk up themselves enough (IMO): http://www.kickstarter.com/projects/pennyarcade/penny-arcade... With an hour and a half left, I'd expected this number to be three times larger than it is. Sure they "hit their goal", but when you set up that road map of stretch goals it seems like you're really hopin…
Re: How an app with 200,000 downloads led to developer homelessness
#232) In-App Purchases come in 2 flavors: The kind that are permanent, and the kind that aren't. Apple doesn't tell you which one you are buying, which means that I just don't buy any, generally.
3) The few times I experimented with IAPs, my conversion rates were also total crap.
Re: How an app with 200,000 downloads led to developer homelessness
#24In particular, most of the games/apps I've tried that use that "upgrade from free via in-app purchase" model make it annoyingly easy to upgrade. They remind you when you finish a level. They remind you when you start the app, and when you go back to the main menu. They have buttons for full-version features that just pop up a "Sorry, you need to upgrade to do that, click here to do so!" dialog. They beat you over the head with the idea of upgrading until you submit, and going by the sales figures, it seems to work. That's how they make conversions, and if you're going to leave that out you're probably better off pursuing a different style of monetization.
Re: How an app with 200,000 downloads led to developer homelessness
#25At first, 200,000 downloads sounded impressive, getting into the top apps lists is also impressive, but the problem is outlined in the second paragraph. >> Gasketball was released for free, with a one-time in-app purchase that unlocks the rest of the game offered for $2.99. The conversion rate to the paid version of the game sits at 0.67%. It seems like they should figure out why the conversion rate is low (e.g. perh…
Re: How an app with 200,000 downloads led to developer homelessness
#26While this is a sad story, I'm finding it hard to feel sorry for them. This is a prime example of excellent execution but poor marketing. First, I've never heard of this game an it looks pretty awesome. My wife and I loved The Incredible Machine and this seems like a great derivation on that. Second, it's iPad only so you are missing out on a ton of iPhone sales. I've bought stuff on my iPhone which I didn't on my iP…
I agree about the iPad-only choice being unfortunate. As for exposure: Surprisingly, Gabe and Tycho haven't managed to talk up themselves enough (IMO): http://www.kickstarter.com/projects/pennyarcade/penny-arcade... With an hour and a half left, I'd expected this number to be three times larger than it is. Sure they "hit their goal", but when you set up that road map of stretch goals it seems like you're really hopin…
Re: How an app with 200,000 downloads led to developer homelessness
#27Re: How an app with 200,000 downloads led to developer homelessness
#28Re: How an app with 200,000 downloads led to developer homelessness
#29DISCLAIMER: I'm making Open Source software and I can (sometimes) make a living out of it. I'm trying not to complain too much though
Re: How an app with 200,000 downloads led to developer homelessness
#30It's an interesting article and I love how they're approaching app sales. There are some successes out there that are doing well with this sales model (the most recent download I've had like this is Outwitters: http://onemanleft.com/ ). It is hard to see where the app sales ecosystem is going though (and if consumers will really dictate this path).