I agree with hactar..
U loose control of your game..U dnt knw the exact price you earned from your hard work...
1 way I knw is buy game youself from different apple account...surely it will increase the ratings and rank of your game...and u loose only 30% dat goes to apple...
Chillingo,ngmoco and other publishers, worth it?
(47 posts) (19 voices)-
Posted 1 year ago #
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I communicated with one publisher out of curiosity almost right on my release - Appular because I saw advertising. They never replied or returned feedback. I didn't really bother otherwise.
If you get a publisher, the exposure is going to be good for your pocket and future career, I'm sure. I'd probably want to charge at least $1.99 for my game though so that I'm not making like 23cents per sale in the UK...
Posted 1 year ago # -
Well i think it's atleast worth a try, so what if you dont get 70% i'm just 14 ^^
And if it proves to be a big hit (100 000 sales * 5 = 500 000 SEK) 250 000 SEK is about 40 000 USD is VERY much for me.The game i'm planning to get published is just something easy and a side project from my main game, so it doesnt hurt to try to get it published.
Posted 1 year ago # -
One more thing to consider is the extended development and release date from going with a publisher. I remember one game on here looked a month or less away from being released. Then the dev got picked up by Chillingo. The game didn't come out for another 6 months. It's always good to super-polish a product, but if you are a 'starving' developer the time lost may not be worth it.
You could alternatively go with a marketing firm, but I read they weren't worth it in general.
As mentioned, a high quality game should sell regardless.
Posted 1 year ago # -
I've sent over a demo to them, i will get back here later when they get back to me :D
Posted 1 year ago # -
And if it proves to be a big hit (100 000 sales * 5 = 500 000 SEK) 250 000 SEK is about 40 000 USD is VERY much for me.
Then there's your tax etc...
Posted 1 year ago # -
But it's much ^^
But one weird thing is that when i got paid this month (first payment) i didn't need to pay tax.
Posted 1 year ago # -
If you think that Apple collects and pays the tax for you, this is not correct :). I would suggest you to research on Earnings & Taxes for the country you live.
Posted 1 year ago # -
If you think that Apple collects and pays the tax for you, this is not correct :
Yes, in Sweden it's was a conflict with the tax office but it seems resolved now.
Then there's your tax etc...
Swedish apparently. ;)
Sales: $40 000
Apple: 30%
Chillingo: 35%
Swedish Social fees: 28.97%
Swedish Personal tax: ca 45%
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In pocket:5500Posted 1 year ago # -
5500 USD equals to 35 000 SEK which is above the swedish average and median salary. Plus the 40 000 USD was without apples and chillingos percentage.
And minors may actually only make 10 000 SEK per month (or was it per year) so if it's succesful i will still make more money than my friends ^^
Posted 1 year ago # -
5500 USD equals to 35 000 SEK which is above the swedish average and median salary.
Yes, per month not year. ;)
Posted 1 year ago # -
I know ^^
Posted 1 year ago # -
what a rubbish ! 100 000 sales, and you get only 5500 USD ?
Posted 1 year ago # -
40.000 sales, .99c each
Sales: $40 000 Apple: 30% Chillingo: 35% Swedish Social fees: 28.97% Swedish Personal tax: ca 45%Posted 1 year ago # -
You basicly get half of the amount you would get if you put it up yourself.
Posted 1 year ago # -
I dont know if or when i have to sign an nda so i will probably not write anything back here.
Posted 1 year ago # -
Well, good luck with your game, ruben301. I myself had a deep look into that whole thing quite a long time and came to the following insights (games and non-games):
A big publisher is an advantage for your marketing for sure - if your game is a masterpiece. Having Chillingo or similar publishers as your partners then is the guarantee for huge sale numbers. But there were some "failures" without the big sales: you only need to look at the games in the Chillingo Account on iTunes.
There are developers who did it without big marketing campaigns and (nearly) any marketing: Recent example is the game Tiny Wings. Suddenly it appears and people love it. This also requires the game to be a masterpiece with a game concept everyone loves.
Some developers consult PR experts. In some cases it works, some fail. Mostly the big success happens in a short time period. A popular example is iFiles. It appeared in the Top 10 as fast as it went away.
But last but not least there are developers who market their apps themselves. Most unsuccessful, some pretty successful. It's all using modern methods for "advertising". Send your game to review platforms, do In-App-Advertising and advertising at the right places to gain customers. Popular examples: Get Set Games (Mega Jump, Addicus), tap tap tap (Camera+) and tapbots (Pastebot, Calcbot).
So in general your game has to be great and needs to be discovered to get increasing sale numbers per day. However you do that: Having a publisher, consulting a PR expert or doing your own marketing business.
This is what I saw and concluded out of many examples and researches. For more material use Google - it provides much content concerning this.
Posted 1 year ago #
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