The app store is not profitable

RUPASRUPAS Member Posts: 823
edited November -1 in Working with GS (Mac)
You think that it's possible to make games? live it? I've got two games to the appstore pretty decent, but still I have raised over $ 150 as possible? There are too many games in the app store, jailbreak, etc etc any ideas?

My games;
Strip Ball Ultimate
Bricks n Chicks

Comments

  • UtopianGamesUtopianGames Member Posts: 5,692
    I would say it all comes down to marketing and a little luck.

    You need to gather a huge list of review site editors and send them a promo code.

    Be active on Facebook, Twitter and TA forums.

    You also need a N&N from apple (if you get a feature from one of the big review sites this will happen as apple watch sites like Touch Arcade imo).

    Best of luck, it's not easy but lots here make a good living from the app store.

    Darren.

    image
  • quantumsheepquantumsheep Member Posts: 8,188
    I think it's incredibly competitive out there, so, as Joe at FMG has said repeatedly, and I'm paraphrasing:

    "Every element of your game has to be PERFECT".

    Or you could try making money selling templates I guess!

    QS :D

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

  • old_kipperold_kipper Member Posts: 1,420
    My view is that to compete in the market you do indeed have to be up there with the best. A very simple test shows what you are up against and how if you raise your game the opposition falls away. Search for a particular type of app such as music, then add children's as a an extra search criteria, then add 4stars plus. Go 5 stars and it gets almost lonely.
  • RUPASRUPAS Member Posts: 823
    UtopianGames said:
    I would say it all comes down to marketing and a little luck.

    You need to gather a huge list of review site editors and send them a promo code.

    Be active on Facebook, Twitter and TA forums.

    You also need a N&N from apple (if you get a feature from one of the big review sites this will happen as apple watch sites like Touch Arcade imo).

    Best of luck, it's not easy but lots here make a good living from the app store.

    Darren.

    I do not understand what you mean by an N & N, according to appnannie my new game Bricks n Chicks is N & N in 232 sites, means just that?
  • quantumsheepquantumsheep Member Posts: 8,188
    No, he means 'Main Page' N&N.

    The one where you're in 232 countries is for 'Category' N&N.

    Cheers,

    QS

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

  • TheGamerTheGamer Member Posts: 94
    To be honest, you have pretty decent game ideas, but your execution is more akin to a flash game that people can play for free in their web browsers. You need to add alot more polish to your games, because you need to compete with really polished games from pro developers. Marketing is another key area which one has to do, in any way shape or form.
  • StusAppsStusApps Member, PRO Posts: 1,352
    My appannie reads $27000 in a year. Thats profitable to me
  • gamedivisiongamedivision Member Posts: 807
    StusApps said:
    My appannie reads $27000 in a year. Thats profitable to me

    what can we swap bank accounts please haha
  • allornothingallornothing Member, PRO Posts: 126
    TheGamer said:
    You need to add alot more polish to your games, because you need to compete with really polished games from pro developers.

    This. I've seen loads of fun little games on GS and app store, but the level of polish is poor. You need artists, *good* artists to polish the experience and make it look inviting. Angry Birds wasn't the first Angry Birds-esque title on iOS (can't remember the name of the original now), but it was the first really polished, well made, inviting version. Original games are great, but if they don't look or feel right, they won't get the sales you hope for.
  • jfrancisjfrancis Member Posts: 57
    I think you have to do a lot of marketing with your apps....Like this :)

    http://itunes.apple.com/us/app/disasterville-pro/id455623724?ls=1&mt=8
  • imGuaimGua Member Posts: 1,089
    I have looked at your game and I can defiantly say "need to make better games".
  • butterbeanbutterbean Member Posts: 4,315
    Even if your game is the most perfect piece of game in history, it won't mean anything unless you market your game. Half the battle is getting visibility in the app store, which is becoming more and more challenging with the amount of apps for sale!
  • DizkoDizko Member Posts: 498
    StusApps said:
    My appannie reads $27000 in a year. Thats profitable to me

    Nice. It wouldn't suck to sell that much hahaha :) Glad someone is doing it right!
  • DreamLabDreamLab Member Posts: 2,127
    butterbean said:
    Even if your game is the most perfect piece of game in history, it won't mean anything unless you market your game. Half the battle is getting visibility in the app store, which is becoming more and more challenging with the amount of apps for sale!

    Well said!
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