How To Ensure An App's Success

JollyJenkinsJollyJenkins Member Posts: 11
I have recently finished up an app.

Here's the problem, I need it to make a $1,000 no matter what. With a $1,000 all of my life struggles will come to a close, in other words I'll be able to buy whatever xbox 360 game I want off of ebay.

Is this not the American Dream?

So. Does anyone have any advice on how I could make my app generate a $1,000 no matter what?

Comments

  • JollyJenkinsJollyJenkins Member Posts: 11
    Cardinal said:
    create a great game :)

    I don't know, man, I've heard horror stories of how people practically recreated Halo on the phone and never made a single $1, let alone a $1000! I don't want to be one of those people.
  • GamersRejoiceGamersRejoice Member Posts: 817
    Sure I mean, $1000 will get you years and years of Call of Duty play time.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    JollyJenkins said:
    With a $1,000 all of my life struggles will come to a close, in other words I'll be able to buy whatever xbox 360 game I want off of ebay.

    Is this not the American Dream?

    You're having a laugh, aren't you....

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    There is no way to ensure a games success, or every game would be a success.

    You need a great game and luck on your side to get noticed
  • DreamLabDreamLab Member Posts: 2,127
    jonmulcahy said:
    and luck on your side to get noticed

    Not so sure about the luck part. If you truly have an excellent game that lots of people will love, it will get noticed. Now, its up to the developer to make sure that happens if he/her truly has a great game. Thus by making a touch arcade, pre-release hype, ect.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Luck I think is the biggest Factor to be honest. Even Great games fail. You need the luck. Or an inside connection at apple who will scam the system giving you tons of N&N time and free apple Ads
  • butterbeanbutterbean Member Posts: 4,315
    Timing = Luck in the app store, I think it depends on a number of factors, including what apps released that week that are competing with yours, and what people are hankering to play.

    The attention span of an iOS gamer is much different than a console one. People will play games for a day or so, and move on to the next thing, because it's so dirt cheap to buy games. It's what keeps that player coming back to the game, and telling their friends, with word of mouth that really helps sales.

    Building up hype in T.A is a good idea, but you also have to walk a fine line with that, and start to build the hype when your game is at least half done, because you don't want someone to replicate your game and release before you do!

    There are many, many variables to deal with!
  • JollyJenkinsJollyJenkins Member Posts: 11
    butterbean said:
    Timing = Luck in the app store, I think it depends on a number of factors, including what apps released that week that are competing with yours, and what people are hankering to play.

    So if Angry Birds was released at the wrong time it wouldn't generate even a $1,000?!

    I'm scared.
  • quantumsheepquantumsheep Member Posts: 8,188
    JollyJenkins said:
    So if Angry Birds was released at the wrong time it wouldn't generate even a $1,000?!

    I'm scared.

    You should be more worried that I've noticed you're posting under two different names on the forum.

    QS

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • gameviccigamevicci Member, PRO Posts: 306
    Angry Birds story is very scary for a game designer... :

    1) created by a millionaire software house (Rovio was millionaire BEFORE Angry Birds)

    2) 100.000$ was the cost of the first version

    3) 3 months IGNORED on appstore, than nice sales on Finland thanks to marketing (other $)

    There's only one advice I can give you: you must LOVE videogames to create a nice videogame!
  • sdsmith64sdsmith64 Member Posts: 221
    Cardinal said:
    There are 2 options....
    You either create lots of mini games let's say 500 mini-games. And half of them bring you $1/day that makes you $250/day = 7500/month but App Store doesn't assure you that they will buy your game but you can take the chances.
    And the other way is you create great games with the hope that you will be picked in the N&N section or get feautured in App review sites like toucharcade and 148apps!

    -Cardinal

    Does Apple have a limit to how many apps a developer can have in the App Store?
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    quantumsheep said:
    You should be more worried that I've noticed you're posting under two different names on the forum.

    QS

    Well He noticed this guy on the GS Forum in the lobby of his building so it must be someone trying to kill his GS credibility. ;)

    EDIT: hahaha Nope Legitimately the same guy. in this thread http://gamesalad.com/forums/topic.php?id=27643#post-207667 he posted his twitter name as "JollyJenkins" I really wish GS would let us ban people for multiple accounts. That sort of Shady !@#$% really irritates me.
  • quantumsheepquantumsheep Member Posts: 8,188
    gamevicci said:
    Angry Birds story is very scary for a game designer... :

    1) created by a millionaire software house (Rovio was millionaire BEFORE Angry Birds)

    2) 100.000$ was the cost of the first version

    3) 3 months IGNORED on appstore, than nice sales on Finland thanks to marketing (other $)

    There's only one advice I can give you: you must LOVE videogames to create a nice videogame!

    I 100% agree with this :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • JollyJenkinsJollyJenkins Member Posts: 11
    quantumsheep said:
    You should be more worried that I've noticed you're posting under two different names on the forum.

    QS

    Not really, CaramelTiger represents the company, more than one person. I have decided to represent myself as simply as the designer/programmer as I can be eccentric at times and don't need that tagged to CaramelTiger.
    tenrdrmer said:

    EDIT: hahaha Nope Legitimately the same guy. in this thread http://gamesalad.com/forums/topic.php?id=27643#post-207667 he posted his twitter name as "JollyJenkins" I really wish GS would let us ban people for multiple accounts. That sort of Shady !@#$% really irritates me.

    Again, I don't see how this is shady. I had this account created since before I joined Caramel TIger Clan.

    Anyhow, I do appreciate the advice in aiding my future app. Unfortunately, there is NO guaranteed way to success, though your suggestions will surely help. FYI, as a guy still in his teens a $1,000 is more than enough to cover me, I don't exactly have the same expectations and needs as a grown man with a family.

    I won't lie, I do enjoy some tongue and cheek humor, but honestly there are far more damaging things a person can do. Anyhow I'll cease this, as the forum does not approve. Sorry for any misgivings to anyone.
  • musuokamusuoka Member Posts: 1
    Costs related to the use of keywords.
    People are constantly looking for homemade goods. Google launched the keyword, to cater to this attitude. The company initiated the use of adwords keyword search things and Search Query Performance Report to find higher performing keywords.
    3. Ensure that the advocacy group targeted and relevant.

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  • EatingMyHatEatingMyHat Member Posts: 1,246
    There is one way to make sure that your app will make a $1000. It never fail but noboody like to talk about it. It is a bit like "You Gotta Spend Money To Make Money"...

    If you'll buy your app a 1429 times, your app will make a $1000 - Guaranteed!

    Let me know if that worked for you.
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