Well my game will be done in about a month. I can release it much sooner but i would rather make sure every last feature is perfect. And that everything runs smoothly. I have literally recreated most of my graphics 3 or 4 times. I finally settled on a style. My gameplay isnt super unique but its got some of its own twist and there isnt really an iphone game i found with the gameplay, only fount a flash game with similar gameplay. But my graphics and style are really unique and cool.
I have so many awesome game ideas but no time with having to work during the day the whole week
The reason why we need IAP so badly is that when you are designing your game you have to include the IAP organically into the design. You can't really just tack on IAP to a game.
Ive personally sold a fair amount of games on the app store, but I really feel that if I had IAP I could make more money.
Well I've heard IAP is making 72% of all revenue in the App Store. So it will definitely be a great tool to add to our games.
Mammoth said: The reason why we need IAP so badly is that when you are designing your game you have to include the IAP organically into the design. You can't really just tack on IAP to a game.
That's true, the game has to be built with the idea that IAP will be encouraged. It has to be something that will make the IAP valuable enough to the player that they will buy it. ________________________________________________________________________
I wonder if IAP will be the boon some people hope for. We definitely thought it would do better for our apps. Remember that only about 1% or less of people who get the app for free will buy an IAP. That means if you have an app with 500 free downloads a day, 5 people may buy an IAP. If it is IAP in a paid app, the percentage is much higher, but there are a lot less people buying apps than downloading them for free. You may get 5 sales and then 1 IAP. I mean it does help, and you can generate some additional revenue, but its not going to turn something that wasn't making money into something that is. It will just turn something that is making money into something that (maybe) is making slightly more money.
It is still a good feature to have, just trying to temper expectations a little.
greenrhyno said: I wonder if IAP will be the boon some people hope for. We definitely thought it would do better for our apps. Remember that only about 1% or less of people who get the app for free will buy an IAP. That means if you have an app with 500 free downloads a day, 5 people may buy an IAP. If it is IAP in a paid app, the percentage is much higher, but there are a lot less people buying apps than downloading them for free. You may get 5 sales and then 1 IAP. I mean it does help, and you can generate some additional revenue, but its not going to turn something that wasn't making money into something that is. It will just turn something that is making money into something that (maybe) is making slightly more money.
It is still a good feature to have, just trying to temper expectations a little.
The whole process is more complex than this analysis. Can you provide the reference for this 1% because it should be far lower than that on average. Secondly like you ve said it will be good for a potentially good app which will already be selling and is being played. So if you intentionally or accidentally make a good selling app, its sales prospects will improve. Secondly, it is not just a free and basic paid version we are talking about. A single app has multiple in apps ranging to 1$ to many so no point in tempering.
Well I've heard IAP is making 97% of all revenue in the App Store. Which is even better.
Also something else to consider is that if your .99 game sells 200,000 copies a day, and you have a 5$ IAP that everyone buys - that's 1 million dollars on top of the initial 200K. And that's PER DAY. Minus Apple's percentage of course.
firemaplegames said: Well I've heard IAP is making 97% of all revenue in the App Store. Which is even better.
Where did you get your numbers for IAP revenue percentage? That's wayyy to high. ________________________________________________________________________
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
firemaplegames said: Well I've heard IAP is making 97% of all revenue in the App Store. Which is even better.
Also something else to consider is that if your .99 game sells 200,000 copies a day, and you have a 5$ IAP that everyone buys - that's 1 million dollars on top of the initial 200K. And that's PER DAY. Minus Apple's percentage of course.
Dang man you just sold me on IAP. I don't get why I didn't see that side of it before
The whole process is more complex than this analysis. Can you provide the reference for this 1% because it should be far lower than that on average. Secondly like you ve said it will be good for a potentially good app which will already be selling and is being played. So if you intentionally or accidentally make a good selling app, its sales prospects will improve. Secondly, it is not just a free and basic paid version we are talking about. A single app has multiple in apps ranging to 1$ to many so no point in tempering.
The point I was trying to make is that IAPs will give a slight bump in revenue, not turn an app making no money into an app making tons of money.
You asked where I got the 1% figure for free apps. That is from experience and from reading other people's experiences with IAPs in free apps. You said it should be lower, which I guess is what the statement "1% or less" means.
The second "secondly" in your response is where things REALLY got confusing.
I do agree with firemaple that selling a $5 IAP to 97% your 200,000 daily purchasers is a good strategy when IAP becomes available.
Grunt said: Secondly, it is not just a free and basic paid version we are talking about. A single app has multiple in apps ranging to 1$ to many so no point in tempering.
Also, I'm curious what other types of apps there are besides "free and basic paid". This is all very tempering to me.
SlickZero said: I can't wait for IAP. I'm curious to see some of the ways people are going to blame GameSalad because they aren't making any money from it.
SlickZero said: I can't wait for IAP. I'm curious to see some of the ways people are going to blame GameSalad because they aren't making any money from it.
I have done a couple of contracts where I made some games for people. I could have had a lot more if GS had IAP, facebook and twitter integration. These are the number 1 things that the clients ask for.
A solution for me would be to use corona instead. But the prices for these contracts are just too low and would not be worth the time trying to code in Corona.
But I understand the sentiment of "Gs doesn't have IAP therefore I cannot make money if GS doesn't have IAP."
MagoNicolas said: Just watch Top income Games, the majority of them are free! They make money with In App!
The majority of the Lowest income Games use the same model. Just sayin'
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
SlickZero said: I can't wait for IAP. I'm curious to see some of the ways people are going to blame GameSalad because they aren't making any money from it.
Wow I never thought of the positive spin on the massive influx of IAP games coming out of GameSalad. This should be be very interesting.
I'm really interested to see wether or not GS will push out 0.9.8 this week before October is over. I'm not trying to rush it, but it'll just be interesting to see whether it happens or not.
Woooh! Just one more week. Can't wait. Hope GS team can make it. I will wait for at least a week before my next publish. Are you guys as excited as I am?
LudwigHeijden said: Woooh! Just one more week. Can't wait. Hope GS team can make it. I will wait for at least a week before my next publish. Are you guys as excited as I am?
Well it is the last week of september. Since game salad is my life, I eagerly await what is in the next update. Whatever it has I will be happy and I cannot wait for it to come out
Mammoth said: Well it is the last week of september. Since game salad is my life, I eagerly await what is in the next update. Whatever it has I will be happy and I cannot wait for it to come out
Same here! But an update this week would be great!
Comments
I have so many awesome game ideas but no time with having to work during the day the whole week
Ive personally sold a fair amount of games on the app store, but I really feel that if I had IAP I could make more money.
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It is still a good feature to have, just trying to temper expectations a little.
Also something else to consider is that if your .99 game sells 200,000 copies a day, and you have a 5$ IAP that everyone buys - that's 1 million dollars on top of the initial 200K. And that's PER DAY. Minus Apple's percentage of course.
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@ chefs
0.9.8 beta?
You asked where I got the 1% figure for free apps. That is from experience and from reading other people's experiences with IAPs in free apps. You said it should be lower, which I guess is what the statement "1% or less" means.
The second "secondly" in your response is where things REALLY got confusing.
I do agree with firemaple that selling a $5 IAP to 97% your 200,000 daily purchasers is a good strategy when IAP becomes available.
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/clicks "I like this"
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
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A solution for me would be to use corona instead. But the prices for these contracts are just too low and would not be worth the time trying to code in Corona.
But I understand the sentiment of "Gs doesn't have IAP therefore I cannot make money if GS doesn't have IAP."
I'm waiting for it!
Now we just sit back and wait…..
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I will wait for at least a week before my next publish.
Are you guys as excited as I am?
Lump Apps and My Assets
ya I hope GS make it too
Lump Apps and My Assets
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