This article is six months old - and I dont know how accurate its data is:
http://appcubby.com/blog/files/app_store_pricing.html
(I tried to add the graph picture directly - how do you do that in a forum comments? thanks, Codemattic)
A fast, easy to use, free, and community supported 2D game engine
This article is six months old - and I dont know how accurate its data is:
http://appcubby.com/blog/files/app_store_pricing.html
(I tried to add the graph picture directly - how do you do that in a forum comments? thanks, Codemattic)
Codematic those numbers look about right but I think they are higher now. The app store has seen a HUGE boost in terms of productivity in the last 6 months. I'd say top 25 makes closer to 2-3k a day now while number 1 probably makes around 20k a day (with a boost over the weekend usually).
Arian487, yup, check out the unit sales numbers for Flight Control:
and:
http://firemintgames.blogspot.com/2009/04/flight-control-sales-numbers.html
It has more recent data. Looks like between 10k and 30k for the 1st spot depending on the day of the week and how new. Their best day was 35k sales. I think Flight Control is a really well-made game. Unfortunately they dont show data for anything *but* for sales at the #1 spot - Id love to see the rest of that kind of data. I know the drop off is severe.
How is Hopple doing? I posted an iTunes review earlier, not sure if it showed up yet. I see you put back in the jokes and the "99.9% off" that got you rejected the first time.
Even with a good game it can be so hard to get traction.
We've seen a recent surge. First day we made it to the top 25 family and then we've been dropping slowly since that day. I'm not opposed to releasing full numbers as I move through the rankings. If you aren't on any top list, you're making 5-10 bucks a day.
In the top 25 in family it was about 60 sales a day and the way I noticed rankings works is through some kind of popularity.
So 60 sales gets me x amount of popularity and that x depreciates as time goes on. So if I get 200 000 sales in one day theoretically then it'll sky rocket me to number one but getting 0 sales the next day doesn't mean I move all the way down. My x popularity from the 200k sales will slowly depreciate so I'd stay at the top for a while.
Another thing I noticed is that for a smaller game like mine and most other people here, internet marketing is nearly useless. My kind of game isn't a game that you see and buy, it's really something that has to be tried so going into a forum and seeing this game doesn't garter a buy. Whereas going into a forum and seeing NFS or something is pretty good. So we have to think of different routes. I mean, I had a huge topic going in toucharcade that had like 6000 views and 13 pages of replies, of that I had like 100 hits on the site and around 20 buys. I've seen way more production from admob.
I've been getting some mainstream media attention and this has caused a sudden rise in rankings as of late (I'll post the sales that I got and how much I moved up), I'll also post all my marketing strategies and how much I think each one helped. But my initial comments are that internet marketing does VERY little just because the market is so saturated. Look at getting into papers, make a good story that people can write about...
Thanks for your insights Arian. I'm looking forward to reading about some of the marketing strategies you've tried. That area is something a lot of people are not well focused on (kind of including me :P ).
me too - Id love to hear what kinds of advertising you found effective and what didnt work. In-game advertising (admob) vs facebook vs google adwords vs banner ad vs wearing sandwich-board and standing in Times Square.
The in game admob has been by far the most effective. And yes once I've been in the app store long enough and tried different things I'll post everything I tried, the effectiveness, and my sales per position.
Are you allowed to disclose the amount admob charged you? If not, can you say that a poor college kid can afford it? :P
Oh no I certainly wouldn't have been able to pay for half the things we are doing in terms of ads. Company pays for it all. I'm a poor University student as well. I mean, what we're paying isn't SO bad that it'd cripple us Uni kids but it's a risk that in my mind certainly isn't worth taking as a single developer on a platform such as the iPhone. Unless you have a game that you KNOW will do well because it is so amazingly unique and fabulous of course. But as a company, it's a small price to pay to maybe move up the rankings.
I don't know the price off hand but I don't see why we'd be against disclosing anything at all. You guys have been an amazing help and I want to help you guys in every way possible, but as I said I have no info off hand when I get into work tomorrow I'll be sure to post it.
Tomorrow is a big day for us, we have some huge ad strategies that will be taking effect, an interview we did from techvibe, and a few other things. Don't worry guys, when all is said and done I'll examine every single marketing stream we used and examine the effectiveness, price, ranking trends for each marketing strategy. Get it all organized and post it at once (rather then posting it one by one as I go).
Make sure you are able to disclose the amount admob charges your company. I read in another place that they do not allow you to disclose the amount they charge you.
Are you working in a start up, or an established company?
Thanks a lot for all your efforts Arian, I wish you and your team the best of luck!
I'm in a startup. I didn't know I can't sorry disclose what admob charges us, sorry...
So a digg story was submitted about Hopple! I didn't even know this was up and my friend just linked me! Pretty exciting to see someone actually made a digg story, and so many diggs already!!
Forgot the link:
http://digg.com/playable_web_games/Squirrel_Nuts_Fearless_Hops_Addicting_Iphone_Game
Has the release of Hopple (or any app from anyone else) created any conclusions as to which approaches to marketing are beneficial?
So a digg story was submitted about Hopple! I didn't even know this was up and my friend just linked me! Pretty exciting to see someone actually made a digg story, and so many diggs already!!
lol...so you're not the same arian487 who commented on the Digg story (3rd comment)
lol i commented on it once my friend directed me to it. But yes same one :)
I didn't want to comment on it as the developer because I thought it'd be weird: "ooo hey guys i'm the developer! thanks for digging this story!!"
To abyss: I promised I'd post my marketing and that promise stands. I won't to do it until EVERYTHING is done. So I can get a very clear cut view of what worked and what didn't so I can share it with you guys. I just don't want to post anything yet without having a full scope of all the tactics in case I lead you guys on the wrong foot or something.
Your journey through Hopple's release and following weeks is impressive. I'm also interested in reading your final findings.
So did you donate the $10,000? ;)
awfully similar to a famous orisinal game....
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