Apple is killing the Indie developer
RocketBrain
Member, PRO Posts: 269
Look in iTunes....wheres the new release column? yes ladies and gentlemen its not there anymore.
My latest game failed miserably thanks to this, it "tanked" 2 months of hardcore programming and testing for 4 downloads (and those 4 are probably people i know)
so essentially if you dont already have a following and/or dont have the money to pay for advertising you're screwed.
I'm severely ticked off.
My latest game failed miserably thanks to this, it "tanked" 2 months of hardcore programming and testing for 4 downloads (and those 4 are probably people i know)
so essentially if you dont already have a following and/or dont have the money to pay for advertising you're screwed.
I'm severely ticked off.
Comments
I think they mess around with an update, but they are unprofessional as usual.
I wouldn't freak out right now...
Regarding the appstore... actually the first tab on the device is New and then there's What's Hot and under this tab there's Hot New Games and Staff Favourites and then under Categories/Games you have also Release Date so I guess there's a fair change for the indie devs.
Christmas is just a hard time to release a game. I'll wait with Silly Sheep update until the beginning of next year.
You are right, the big companies are spending a lot of money on advertising but I still think that a really good game will succeed no matter where it came from. Also I think that the big companies will stop investing so much in the appstore, the developing cost for them is just too big and the revenue too little. On the other hand I think that a lot of small-medium size companies will arrive on the marked and those companies are going to make it quite difficult for the small indie dev.
Have faith and work harder, it's a tough market to break but so is any place where you want to have success..
http://itunes.apple.com/us/app/assault-force-bravo/id406339671?mt=8
if i am right maybe the reason for the low sales is that the presentation of your game is not that good, you have 5 pics there and for me they look all the same, actually 3 of them are the same just with different text, a text that no one is going to read cause all the pictures are on the wrong side. the other 2 pictures are pretty much the same too you can see the title screen and at the other one you see the title screen again and some text again that no one is going to read.
It's probably a good game but no one will appreciate that with that presentation you did.
Another point is the Icon you did for you game, its all gray, that i think that icon is not going to take the attention of anyone the next time try to do something that take the attention of the people, something that the people will see when they are just scrolling fast the apps and looking fast whats new on the store.
I hope i could help you, and sorry for my bad english, good luck for your next games don't give up^^
So you would have had a purchase from me it it looked good ... don't know how many others were like me .. perhaps quite a few.
Console games have cut screens, fancy frills, and deeper content, 2 very different markets.
I'm not saying that you can't have an opinion, but I'd suggest thinking twice about how you world things. I understand that this could be a language barrier (I imagine English isn't your first language?) but it does come across as being rude.
The reality is that it is better to have more good, short-to-medium length apps up than a huge "deep and serious" app for most developers. If a large app gets popular then AWESOME. Great. Lots of money to be had. But for every app that does get picked up there are hundreds that do not.
The benefit of having multiple smaller apps is to keep your stream of income diverse. If you rely on one app and it drops in earnings, you're f'ked. If you have many small apps making a few bucks each day then you have options.
Also, a huge app takes 3 months plus to make - a small app can be done in one week.
I don't believe anyone here is speaking out of anger; I don't know Snow well enough to comment on him personally, but I can tell you that Butterbean is a voice of experience, as are many others here.
Anyway - maybe you have several apps up and have some idea what you are talking about, but if not, then really your opinion isn't one based on experience, knowledge and time spent observing an ever evolving market and thus, I'm sorry to say, does not hold any real weight.
/endrant
But a game with multiple levels takes time to develop, and the last thing a new developer needs to do is spend 3 months on an app that simply doesn't get recognition. So I've stuck to the time waster philosophy for now, and if I can build a decent base then I'll venture into some more time consuming areas.
honestly yes, the game should probably have been released as a free game with appvertising...but i didnt have the pro version and i'm saving for the legacy stuff.
I think the take away from this is that your game may be very good but the icon and images in iTunes appear to be part of (and maybe the main) reason your app has low downloads ... not Apple's itunes lists. Luckily those can be fixed.
Additionally I have taken some of the points made here to re-evaluate the games I am working on so there is valuable things to be learned from your efforts.
'just find one more thing you can do to make it better'
Even if I think it's looking good already, if I sit back for a minute maybe there's one more thing I can do to really take it over the top.
things will always get slowly more corporate, and good places to be get filled and overpopulated...
best to enjoy the situation as is NOW! there will never be any LESS competitive apps out there than at this moment ;-)