The app with less sales

carlosacj36carlosacj36 Member Posts: 54
edited November -1 in Working with GS (Mac)
First sorry my english,

I would like to know, the experience of game salad developers that have app for sale in appstore, which app have been the less sales app, and how many sales, dont really matter the app name, just want to know what to expect.

thanks in advance,

Comments

  • steve86steve86 Member Posts: 806
    You need to put a lot of effort and creativity to your apps. I'm saddly to report that 90% if not more of all the apps in the appstore report 0-1 sales a day.
  • GruntGrunt Member Posts: 109
    It will depend on how you market. Yes lowest figures are 0 to 1 because there is no way you can go below this. I have a few suggestions to not go through this traumatic experience.

    1. Against the popular belief: Never ever....never! .....release a lite version. Either paid or free. If you are releasing today, make it free and wait for the in app purchase update

    2. Make a good game. A good intelligently copied game or concept with something new to offer is better than a dull brand new idea. Save your original ideas (if you have any=)) for later ventures

    3. Your game icon

    4. A good review of what is being played on the "US" itunes store before and play a lot of games from top 200 before you finalize your design. Play them at least once and you ll know what these are offering that people want to buy .

    5. Be careful about the multiple language thing especially with keywords. People in most countries might use english keywords.

    these things i ve written from top of my head and also do not follow marketing instructions from articles written ib 2009 or even 2010. Appstore 's dynamics change faster.
  • Asobu_GamesAsobu_Games PRO Posts: 261
    I'm about 10 days in and my first app gets about 5 sales per day. I imagine this will die down though. Rather than sit around worrying about it I'm just going to learn from the experience and work hard on my next games. :)
  • carlosacj36carlosacj36 Member Posts: 54
    thanks, i expect 1000 in a year, is 1000 in a year high?, with 50 000 000 devices there outside, i think is 3 downloads a day, i ask because i have no real experience, i am working in my first game now, an i think wow 1000 from 50 000 000, is like nothing, but it is.
  • GruntGrunt Member Posts: 109
    Now dont be humble. Wish for 100 to 1000 a day. not a year. It will help with quality as well :). 2 to 3 apps per day means it will be deleted or not used by these people in a short while!
  • Asobu_GamesAsobu_Games PRO Posts: 261
    I get the feeling the app store is the kind of environment where most people get 0-10 per day while a few would get huge amounts (1,000-10,000?) per day. It's a very hit-based system from what I've heard.
  • carlosacj36carlosacj36 Member Posts: 54
    yeah, i wish 200 000, but my best, and without similars in appstore ideas, cant be developed at this moment with gamesalad. If i can make during a year 10 games (is not so hard), and make 1000 for eachone, its good for me, is 1/2 of my actual wages working hard in a warehouse.
  • GruntGrunt Member Posts: 109
    You ll be free to fly in 2 years... good luck!
    Having multiple games also re-enforce each other by increasing your app store visibility.
    Its got "nothing" to do with game salad btw. My code game was made in one year and is faster than my GS game. GS one sells more! Normal users have never heard of Corona, cocos or unity for that matter....Forget about Game salad. And they really dont give a !@#$%...
  • Asobu_GamesAsobu_Games PRO Posts: 261
    Plus if one does really well you'd think it would have a flow on effect to all the others too :)
  • GruntGrunt Member Posts: 109
    Your game doesn't get downloaded (if it is not badly designed) because it doesn't reach the user. Increased visibility, increases downloads
  • carlosacj36carlosacj36 Member Posts: 54
    thanks everybody, i appreciate you post here
  • DizkoDizko Member Posts: 498
    My only game out there "A Cloudy Adventure" has only sold about 150ish copies since release late July. For the past week or so hasn't sold any at all.

    The "lite" version of the game has been downloaded nearly 600 times and I get around 15-20 new downloads a day. The advice on not making a lite version is probably sound as I've seen no translation from the lite version to the paid version.
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