I'm an independent iOS developer. My paid apps have sold over 100,000 copies at 99¢ or higher. In total, my iOS apps (including free apps) have been downloaded over 7 million times. I took a look at your app in the App Store. Here's your problem: your icon. The icon is the most prominent thing the user sees when first looking at your app in the App Store. Change your icon, and you'll get more downloads. Trust me :-)…
Yeah, it's looking like a lot of people agree with you that the icon needs work. You've been contacted. I'm definitely not in love with it, but it's better than the other ideas I had. The problem I was having was trying to depict the in-game action in such a small space. 3D stuff just seems to get cluttered or lost. Anybody have any suggestions?
How (not) to sell your iOS app
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Re: How (not) to sell your iOS app
#42I'm an independent iOS developer. My paid apps have sold over 100,000 copies at 99¢ or higher. In total, my iOS apps (including free apps) have been downloaded over 7 million times. I took a look at your app in the App Store. Here's your problem: your icon. The icon is the most prominent thing the user sees when first looking at your app in the App Store. Change your icon, and you'll get more downloads. Trust me :-)…
Yeah, it's looking like a lot of people agree with you that the icon needs work. You've been contacted. I'm definitely not in love with it, but it's better than the other ideas I had. The problem I was having was trying to depict the in-game action in such a small space. 3D stuff just seems to get cluttered or lost. Anybody have any suggestions?
Also, can you make the balls a little more spherical? They're the main focus of the game and the background kind of overshadows them.
Actually, why are they spheres and not discs? Discs would look better (more traditional) and add difficulty when they rotate.
Re: How (not) to sell your iOS app
#43Your game screenshots scream "tech demo", which is no way to sell a game.
Re: How (not) to sell your iOS app
#44What we did was this: - picked a somewhat hight price point ($2) This seemed to use like the sweetspot, with what we could live and what we would expect an honest buyer to pay. (who knows?!)
- we wrote to the canonical forum, where we expected most of the potential users. That resulted in an initial rush (two days after writing to the forum), but it wasn't much at all.
- the domain iebtapp.com was registered prior to publishing, but contained nothing more then a simple "Something's coming this december" string. Watching the server logs, there seemed to be some who were trying to figure out where the link from the app pointed.
- after some time, we wrote the current, very limited text on iebtapp.com. Not even with images. That seems to have resulted in a minor increase in sales.
- with some text on the website, we thought it was time to do some advertisement, and went with Google Ads. This too seems to have resulted in a minor increase in sales.
And here's what we plan to do: - add Appirater to the App. We have only a very few reviews, and they are not enough to get any star rating on the AppStore. Maybe this helps, who knows. I will closely watch this.
Personal conclusion: iOS development is really /a lot/ of fun. But I think we need to change two things: - More marketing. But not all at once; results should be measurable. - Niche markets, that are this tiny, can be a very high risk game. (Especially if someone else, writes to the forum that he's going to release another iPhone app and lets people sign up for the beta :-))
-- [1]: see iebtapp.com
Re: How (not) to sell your iOS app
#45The game lacks the fit and polish that sells iOS games. Yeah, much easier said than done (this coming from an aspiring iOS game developer). The advice to change the icon is spot on. I'd also advise changing your screenshots (which would probably also involve changes to the game graphics): all that grayscale is very depressing, and the monospaced serif font for "Gyroscope Controlled" is very bland and ugly. You want s…
The iPhone graphic is swiped from a Kotaku article about iPhone motion controls, and the arrows are kind of terrible, but this is the basic idea. Frankly, the "Gryroscope Controls" is probably too techy for a screenshot ad like this, the text "Motion Controls" would probably sell better with mention of the gyroscope in the app description for those who realize what that is and why it's better than what was available pre-gyroscope:
EDIT: Here's the PSD file if you want to copy the styles or anything: http://dl.dropbox.com/u/6692701/gyroscope.psd
Re: How (not) to sell your iOS app
#46The game lacks the fit and polish that sells iOS games. Yeah, much easier said than done (this coming from an aspiring iOS game developer). The advice to change the icon is spot on. I'd also advise changing your screenshots (which would probably also involve changes to the game graphics): all that grayscale is very depressing, and the monospaced serif font for "Gyroscope Controlled" is very bland and ugly. You want s…
- Icon looks really bad, needs to look hot.
- The gray graphics make it look unfinished.
- The balls should be nice and round. You have some pretty powerful hardware to work with now, I don't see why they look like they have only 20 faces...
- Fonts don't seem right.
I would also like to add:
- Most iPhone 4 owners didn't buy their device for a "gyroscope" and I'd go as far to say they don't know what it is.
- Are there any other tilt-controls you can add to open the doors for 3GS owners?
- The screenshots don't really paint a picture of what the objective of the game is. Why is it fun? Just a bunch of balls in a gray world does not look fun.
Anyway, I hope you get a lot of good advice and can start selling some copies.
Re: How (not) to sell your iOS app
#47The problem with the screenshots, of course, is that the in game content looks to dull. I can't really say how you can improve it, but have a look at top selling games.
Re: How (not) to sell your iOS app
#48The game lacks the fit and polish that sells iOS games. Yeah, much easier said than done (this coming from an aspiring iOS game developer). The advice to change the icon is spot on. I'd also advise changing your screenshots (which would probably also involve changes to the game graphics): all that grayscale is very depressing, and the monospaced serif font for "Gyroscope Controlled" is very bland and ugly. You want s…
Re: How (not) to sell your iOS app
#49The game lacks the fit and polish that sells iOS games. Yeah, much easier said than done (this coming from an aspiring iOS game developer). The advice to change the icon is spot on. I'd also advise changing your screenshots (which would probably also involve changes to the game graphics): all that grayscale is very depressing, and the monospaced serif font for "Gyroscope Controlled" is very bland and ugly. You want s…
Here's a quick (15 minute) mockup of what I'm talking about: http://imgur.com/o5sp1 The iPhone graphic is swiped from a Kotaku article about iPhone motion controls, and the arrows are kind of terrible, but this is the basic idea. Frankly, the "Gryroscope Controls" is probably too techy for a screenshot ad like this, the text "Motion Controls" would probably sell better with mention of the gyroscope in the app descrip…
Re: How (not) to sell your iOS app
#50Here's what DID work for you -- summing up all those failures into a well written, entertaining and light-hearted article that is genuinely helpful to anyone else in the iOS game. Oh yea, and the front page of HN this time around. It sounded like you got your hands wet in a lot of different things. That doesn't necessarily mean you are going to retire on this game, but think how many people are aware of you now and w…
Addtionally, if/when you make your app free, you'll hopefully get more people to download it. These people may leave you reviews on the app store about what they did like and what the game was lacking... information that you could then use to make it better and maybe learn some ideas for features that you could add to the "premium" version for pay. Additionally, having this 2nd free version of the app could then serv…