how many downloads?

GuaveMediaGuaveMedia Member, PRO Posts: 1,262
edited November -1 in Working with GS (Mac)
Hey,

how many downloads are normal (in general) over the time of a month if the app
looks cool and is worth to download it? I really can't imagine that...

For me, 1000 downloads are very much, is this possible or?

thx Alex

Comments

  • GuaveMediaGuaveMedia Member, PRO Posts: 1,262
    Free 500-2000 a day?? :OO Wow,thats cool!

    I want the app to be free for five days and then change to 0.99$...
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    Don't be surprised after you go to $.99 if your downloads go down to 0. It's an unfortunate, common reality.
  • GuaveMediaGuaveMedia Member, PRO Posts: 1,262
    Yeah but to go up to #10, a lot of luck is needed or?

    What would you do in case of mine?

    My big aim is to buy an iMac from making Games...
    thats what I want to reach :)
  • osucowboy18osucowboy18 Member Posts: 1,307
    Personally, we charge the common pricing tiers for all of our apps. That is $0.99 for an iPhone app and $1.99 for the corresponding iPad version. If you are looking to make a decent amount off your games, the paid route may be the way to go, at least until GameSalad releases in-app purchasing. If you are a pro user you could add in iAds, but they are not that profitable unless you have thousands of impressions a day. Just my two cents :)

    - Alex
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    A whole bunch of luck is needed, and a showcase from Apple doesn't hurt. It would be very, very hard for a free game to get into the top 10, much less a paid one. Being able to buy an iMac is high ambition, but not impossible by any means.

    Again, the unfortunate reality is that most games don't make more that $100 in a years time. Some get lucky, most don't.
  • GuaveMediaGuaveMedia Member, PRO Posts: 1,262
    So what would you do? Paid or first free and then paid?

    thx for replies..
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    Paid first, then after it dies off, set it to free for a weekend. Usually about a month or so after release.

    It gives it a little life, from my experience anyway. And there are several sites that track the App Store, and show games that have gone from paid to free. I've gotten a few more paid downloads from doing that, but it's a crap shoot.
  • GuaveMediaGuaveMedia Member, PRO Posts: 1,262
    I hope to get 200-300 paid downloads, that would be okay
    for me :)

    You think this is possible?
  • osucowboy18osucowboy18 Member Posts: 1,307
    Alex0407 said:
    I hope to get 200-300 paid downloads, that would be okay
    for me :)

    You think this is possible?

    It depends on the game, the graphics, the execution of the idea, and a crap ton of luck. I have had apps that I am convinced will sell in great quantities that don't do much after the initial release, and I've had apps that I don't expect much out of that sell more than I ever thought they would. The key is to tell as many people as possible about your game and use the method of word of mouth advertising. Its free, and has the potential to get your app more visibility.

    - Alex
  • GuaveMediaGuaveMedia Member, PRO Posts: 1,262
    Arts are cool, I know that :DD Yeah I will do my best and hope for many downloads :)

    thx
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