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How an app with 200,000 downloads led to developer homelessness

penny-arcade.com

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Re: How an app with 200,000 downloads led to developer homelessness

#2
It'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).

Re: How an app with 200,000 downloads led to developer homelessness

#4
It sounds like a major reason they've had such terrible conversion rates to the paid version is that nobody could figure out how to actually buy the game.

Remember: When people want to give you money, make it as easy as possible.

Hopefully they get some better conversion after their update: "There was an update available for the game, and after applying it, an “unlock the full game” message was added under the main logo."

Re: How an app with 200,000 downloads led to developer homelessness

#6
1) Don't spend two years working on your iPad game before you ship it. Far too long a cycle.

2) As an indie dev, you're suppose to attack the easiest, lowest hanging fruit to build your income base. After you're past a point, you can take on ambitious long-term projects. Otherwise you are always depending on a "hit" title.

Re: How an app with 200,000 downloads led to developer homelessness

#7
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. perhaps the free version offers too much functionality for free, perhaps the free version quality is poor and users aren't motivated to pay more etc...)

Re: How an app with 200,000 downloads led to developer homelessness

#9
I personally am pretty turned off to in app purchases. Most games are only getting worse. I cannot count the number of times that I have been approached by my 5 year old asking for me to "type in my name so I can have _______" while playing angry birds, jetpack joyride, or where's my water.

The problem is that he doesn't realize that there is real money tied to that. To him, I just enter my iTunes password and the level/swag/etc that he wants magically appears. Most of these games are geared towards kids, and they may or may not understand this. IAP is a great way to disappoint children!!!

Re: How an app with 200,000 downloads led to developer homelessness

#10
While 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 iPad. It would be great if it sync'd between the two.

Third, .67%?! You've made some poor design choices if you can't get more people to upgrade that that. Sounds like you gave away the buffet and not just a taste test.

From the article author: I had downloaded the game based on the positive word of mouth, and had already enjoyed what felt like a wide amount of content without paying anything. I wasn’t even aware there was anything to pay for to unlock ... I learned I could buy the game .. I went looking for that option .. took me a few minutes to figure out how to pay ...

This plug on Penny Arcade should give them a significant bump in revenue. Tycho and Gabe could talk up toilet bowl cleaner and the PA audience would go out and buy it in an instant.

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