Have some1 here less than 1000pay downloads/year

carlosacj36carlosacj36 Member Posts: 54
edited November -1 in Working with GS (Mac)
i would like to know if someone here have made less than 1000 pay downloads in a year, with a single app.

Comments

  • steve86steve86 Member Posts: 806
    90% of the people here make less than 500 downloads a year of a single app..
  • App SurgeApp Surge Member Posts: 651
    steve86 said:
    90% of the people here make less than 500 downloads a year of a single app..

    Haha very true :)
  • BazookaTimeBazookaTime Member Posts: 1,274
    I took over an app that sold maybe ten copies, I think I bought four of them.
  • carlosacj36carlosacj36 Member Posts: 54
    wow, i was wrong, i think that with 50 000 000 devices (iphone and ipod) there outside, make 500 or 1000 pay downloads in a year where easy, even with the worst app.
  • App SurgeApp Surge Member Posts: 651
    No, not at all. The App Store is packed with apps, and it is hard to get your app seen. You could create one of the best apps of all time, but sell very few copies because of the crowded app store. To sell a lot, requires a lot of luck, time, effort, and a good idea.

    Good Luck!
    Henry
  • carlosacj36carlosacj36 Member Posts: 54
    thanks im working now in my first app, is not a big art and contain app, but i think that is a new thing and have potential to be adictive, but you say the key, exposure, exposure,
  • WildThing630WildThing630 Member Posts: 107
    Yeah carlosacj36 i totally agree with you on that! I'm not that good at art n i don't got much money but it will not stop me from making more games..

    Follow me!!
    Thanks!!!
  • olster1olster1 Member Posts: 396
    It goes a little something like this to do well.
    33.3% game polish and quality
    33.3% marketing
    33.3% luck
  • firemaplegamesfiremaplegames Member Posts: 3,211
    I am of the opinion that if you take the game polish and quality up to 100%, you won't need any marketing or luck.
  • old_kipperold_kipper Member Posts: 1,420
    firemaplegames said:
    I am of the opinion that if you take the game polish and quality up to 100%, you won't need any marketing or luck.

    +1. When looking at the apps on the store with my ipad I keep slicing- first the category, then the style of game, then 4 star plus. It gets pretty thin up there.
  • BackUpAndDownBackUpAndDown Member Posts: 685
    firemaplegames said:
    I am of the opinion that if you take the game polish and quality up to 100%, you won't need any marketing or luck.

    +1

    I strongly agree with that. If apple thinks that an app has potential then they will feature it.

    Apple makes 30% of all sales. So if they think your game can make $1mil+ then you can be sure that they will do everything in their power to get it to that point. Otherwise they will just let it sink to the bottom of the charts with all the other mediocre apps.
  • LumpAppsLumpApps Member Posts: 2,881
    I haven't been here for a year yet so I don't know.
    +1 for a good polished game is more importand then marketing and luck.

    I am working on an update of an app now and next to adding a menu, powerups, achievements (in game) and game enter and little other things I have been working for over a month now on better gamepla and loading times.
    Tedious work but I do believe that makes the difference.
  • MattGibbardMattGibbard Member Posts: 45
    It all depends on the game, the luck you have and how much exposure you have. My game, Star Shooter (http://bit.ly/rlrtC7) got a 1,000 downloads in its first month!
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