Joined around 3 months ago, and have made almost $1100 so far. It was 2 weeks ago when I released animal sounds! HD, it immediately shot up the ranks (made #5 in education). I was making over $100 per day for around 6 consistent days and ended up making around $700 for that one week. I'm only 14 so I guess these are pretty good sales
eboy said: wow, what is the secret to your success. I have two apps and only made $130 on both after a year! I am a loser..... I dont get it, my apps are more books but I think they are worth .99
Books don't sell. I have one that has received awesome reviews but it still has only made me around $20-30 in about 2 years. The paper versions sell much better, I have found.
I ALWAYS see what's in style before submitting! Finger balance had an overnight success. The release date was yesterday, and it went to new and noteworthy with no reviews to the #6 top overall app. It's really inspiring to me.
Well anyways, my sales total up to $1100 so far. Thank god most are from the US, about 70% are from the US. But I almost reached the 150 mark in most of the other regions so I should see a check from those soon..
@artonsky At #6 overall...I suspect you will probably be around $15-20,000 for the day. Well done! I assume its not a GS app since you have a leaderboard and Facebook in it?
synthesis said: @artonsky At #6 overall...I suspect you will probably be around $15-20,000 for the day. Well done! I assume its not a GS app since you have a leaderboard and Facebook in it?
I don't think finger balance is his app, just an example of a success.
@synthesis, I didn't say I created finger balance. I said it inspired me. LOL. It was kinda random bringing that app up tho. Sorry, just thought it was worth mentioning since some don't believe in overnight success
Shpint said: In my opinion, Puzzle games, Doodle games, and Endless games sell best. (Kid apps and education apps as well)
Need to make a new game now. Sales dropping badly. Made sold only one copy of my game today T___T
Racing games also do extremely well... there is a severe lack of good ones in the App Store (compared to other genres, anyway). Unfortunately, they pretty much need to be 3D to get anywhere, unless you have a hit like Motocross Mayhem or Alpine Crawler.
From what I see, GS extremely needs any global leaderboard, actually it needs to get any social network support, OpenFeint is the best option but any other would be fine too.
From what I see, GS extremely needs any global leaderboard, actually it needs to get any social network support, OpenFeint is the best option but any other would be fine too.
It's interesting. I think there is a question you have to ask yourself when making your game that will directly impact your sales. "Am I making something that I enjoy or am I making something that will be popular?"
Then it's down to your personal motivation, do you want to make money or develop that perfect game that is in your mind?
Your customers are mostly 10-14 year olds who have very current tastes when it comes to games. They use facebook as a games platform, if you are not sure what will sell then look at the games that people are playing on facebook. I look at my sales and I can see this perfectly. I made hotel rush because time management games are popular on facebook (and my wife likes them). Sales have been amazing so far bringing in a steady $150 a day now, plus an opening few days at over $300 a day. Where as BreakBeat HD which is a game I like doesn't sell nearly as well, just not the mass appeal.
Cutesy graphics clearly helps. My asian sales are great on the back of this. Fairytale preschool is also doing well with similar graphics styles. Where as I know polygame has posted a few times about max vector sales not being that good (despite features on itunes and toucharcade), I would say because even though the game is really cool (buy it if your haven't!) 8 bit gaming is nostalgic and cool to people mostly over 25 (closer to 30 now :-( ). That's not where the majority of your market for app store games is. But if motivation is not money but to make something you are really proud of then go for it.
My other point is with games made just "because". It's not something you play normally and you're not sure it'll be popular, but you had an idea so chose to make it. These are often ones with really disappointing sales. These are fine when you are learning to use GS and great 'first apps' but don't expect it to make you loads of money just because it's on itunes.
Others might disagree but these are my observations from my first month making iphone games.
Hit the nail on the head, Stu! Casual games are where it's at if you want to make money. Max Vector is currently in what's hot, yet yesterday rankings fell so low it went off the charts altogether.
I really made the game as I'm into retro stuff and this hasn't put me off at all. The next game is retro too :-) I really just like the idea that something I've created is out there, so Max is back to free again! Lol.
At the end of the day, I could make games that are more popular but I just wouldn't have fun doing that as it's not what I'm into.
Comments
well done
How does Apple send us the money??
with Gosar IPad Game
@OP, I think that is more like what a really good indie game could expect to make.
Need to make a new game now. Sales dropping badly. Made sold only one copy of my game today T___T
Well anyways, my sales total up to $1100 so far. Thank god most are from the US, about 70% are from the US. But I almost reached the 150 mark in most of the other regions so I should see a check from those soon..
At #6 overall...I suspect you will probably be around $15-20,000 for the day. Well done!
I assume its not a GS app since you have a leaderboard and Facebook in it?
The remaining $230+ is split up between all the other regions in the world, meaning I'll probably never see that money.
Thanks!
http://bit.ly/dtbttl
http://bit.ly/dtbtlhd
http://itunes.apple.com/us/app/magic-well-addictive/id384837096?mt=8
can/t make any good money with this, so whatever.
From what I see, GS extremely needs any global leaderboard, actually it needs to get any social network support, OpenFeint is the best option but any other would be fine too.
Then it's down to your personal motivation, do you want to make money or develop that perfect game that is in your mind?
Your customers are mostly 10-14 year olds who have very current tastes when it comes to games. They use facebook as a games platform, if you are not sure what will sell then look at the games that people are playing on facebook. I look at my sales and I can see this perfectly. I made hotel rush because time management games are popular on facebook (and my wife likes them). Sales have been amazing so far bringing in a steady $150 a day now, plus an opening few days at over $300 a day. Where as BreakBeat HD which is a game I like doesn't sell nearly as well, just not the mass appeal.
Cutesy graphics clearly helps. My asian sales are great on the back of this. Fairytale preschool is also doing well with similar graphics styles. Where as I know polygame has posted a few times about max vector sales not being that good (despite features on itunes and toucharcade), I would say because even though the game is really cool (buy it if your haven't!) 8 bit gaming is nostalgic and cool to people mostly over 25 (closer to 30 now :-( ). That's not where the majority of your market for app store games is. But if motivation is not money but to make something you are really proud of then go for it.
My other point is with games made just "because". It's not something you play normally and you're not sure it'll be popular, but you had an idea so chose to make it. These are often ones with really disappointing sales. These are fine when you are learning to use GS and great 'first apps' but don't expect it to make you loads of money just because it's on itunes.
Others might disagree but these are my observations from my first month making iphone games.
I really made the game as I'm into retro stuff and this hasn't put me off at all. The next game is retro too :-) I really just like the idea that something I've created is out there, so Max is back to free again! Lol.
At the end of the day, I could make games that are more popular but I just wouldn't have fun doing that as it's not what I'm into.
Poor nail! :O
QS
Dr. Sam Beckett never returned home...
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