Mac App Store Sales are Horrendous
TumbleSoft
Member Posts: 63
I recently decided that it would be a good idea to join the mac developer program as I had seen a lot of positivity on forum about it with successes such as Tiny Balls and Spooky Hoofs.
I didn't expect to get a top game like that however I have found the sales that I have been getting are absolutely awful.
I have released to Mac Apps so far:
Sun Runner http://itunes.apple.com/gb/app/dodge-vortex/id467942070?mt=12
and
Dodge Vortex http://itunes.apple.com/gb/app/dodge-vortex/id467942070?mt=12
I have had 13 paid downloads of Sun Runner at 0.99$ and only 5 of Dodge Vortex.
Am I doing something wrong or are these typical Mac sales.
Here is a video of both the games so you can get an idea of what they are like.
I didn't expect to get a top game like that however I have found the sales that I have been getting are absolutely awful.
I have released to Mac Apps so far:
Sun Runner http://itunes.apple.com/gb/app/dodge-vortex/id467942070?mt=12
and
Dodge Vortex http://itunes.apple.com/gb/app/dodge-vortex/id467942070?mt=12
I have had 13 paid downloads of Sun Runner at 0.99$ and only 5 of Dodge Vortex.
Am I doing something wrong or are these typical Mac sales.
Here is a video of both the games so you can get an idea of what they are like.
Comments
What would you advise me to do to maximise my profits.
Hope this helps.
Something simple and pickup and play that works for the iOS market, may well not work for the desktop/laptop.
I would suggest 2 things :
1. Those punters probably expect a higher level of polish to a game on an actual computer as opposed to a mobile device.
2. They probably expect a higher level of depth to their desktop/laptop games than games on a mobile device.
No look at your 2 games, and be honest with yourself, about where they fit into that space of the market.
Not wanting to put your or your products down, but I would suggest a fairly simple dodge-em-up, and an endless runner (all be it with a nice gimmick with the sun stuff..yours is the once that changes the background depending on the time of day right?) fit less in that space than they do on the iOS devices.
Did your games do well on iOS or not? If not, I don't know why you thought doing a port for OSX would do any better (unless the games were more tailored for OSX....which they seem not to be)
It might sound harsh, but am sure you would rather we were honest with you about what we think is the answer to your question.
Try not to take the criticism to heart, and use it in your future projects.
Sparks.
My other game which I have released for iOS. Down! Has a lot more depth however I am currently in the process of updating the graphics as they are not very good. I want to do that before I release it on Mac. I will see if that does any better.
The reason I made this thread was because I had seen several threads where people were asking if it was worth signing up to the Mac Developer Program. The resounding answer was yes so it seemed to me that people were doing quite well on the Mac. That is different from my experience so I wanted to know what other people thought.
Thanks for all the feedback and I will try and use it to improve my understanding of how to make a successful game.
Like the others have said, the quality bar has been raised significantly within iOS and MacOS platforms, you really have to be honest with yourself, these feel more like prototypes. You really need to go back to the drawing board and dig in there to make something special.
One last question, how long did each game take to make? Curious
Best of luck
~t