what is your most sold game!

AEPstudiosAEPstudios Member Posts: 110
what is your most sold commercial game and how many downloads( just want to know, how seriously to take developing )

Comments

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    You should always take developing seriously. :-)

    Mine would be Penguin Pounce.
    Downloads: around 30,000
  • CabacoCabaco Member Posts: 414
    Free- Aim the Castle ~ 7.000 copies
    Paid- Dodgemon ~80.00$
  • BarrytheBraveBarrytheBrave Member Posts: 134
    edited July 2012
    @Braydon_SFX is that 30,000 paid downloads at $0.99 (Just checked current app store price) - that's pretty impressive!
  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273
    Oops! I did a typo!

    I've had about 300 paid downloads, the other 29,700 downloads are free downloads.
  • AEPstudiosAEPstudios Member Posts: 110
    @ooi yeah it is if it is paid downloads
  • creativeappscreativeapps Member Posts: 1,770
    @Braydon_SFX Lol you can see value of "0" is very important
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    @AEPstudios are you from Tax Control Unit, or something? Guys, don't tell anyone your sales in public. It can make a negative impact in the future.
  • ekelrockekelrock Member Posts: 34
    edited July 2012
    @TheMoonwalls

    I'm not trying to start an argument, just genuinely curious. How can revealing that information have a negative impact?
  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    @ekelrock

    1. If your game is successful, and you tell people how big your sales are, you can get a bunch of new competitors (with similar games) in the nearest future. It can make things harder, to sell your game.
    2. Some people can get jealous, and try to destroy you (or your games) in some way.
    3. If you don't have a registered company (and law in your country requires one if you get profits), you can get trouble with your Tax Control Unit (or whatever it's called in english) - I used to work in such thing, and we often checked sites like this (not exactly THIS site, but similar sites).
  • ekelrockekelrock Member Posts: 34
    @TheMoonwalls

    That makes sense. I figured that telling people what types of apps you've had success on might bring about some imitations, more so than just showing off a game and leaving people in the dark about your sales and downloads. And the tax thing is a given, but I guess it's less of a problem if you pay the taxes on your profit ;)

    As for the jealousy and malicious backlash at people that do well, I hope that's not the case around here. I guess that type of person could be lurking in our midst, but I'd like to believe that the people in this community are overall supportive and helpful. (That's been my impression, at least.) But I guess it's naive of my to think that everyone is good...

    Thanks for the heads up though, it's certainly food for thought.
  • LeanneLeanne Member Posts: 168
    SwipeHead was my first, and is my most successful game, but Seek! had the strongest start (and has been out for one week), so it will probably pull ahead eventually. Sales stats...well, I guess I'll keep it to myself ;)
  • lycettebroslycettebros Member, PRO Posts: 1,598
    edited July 2012
    I'd like to share some numbers but there are so many potential dangers. I will say this. I have never had such massive market exposure to any other product I have made myself than on the Appstores.
  • AEPstudiosAEPstudios Member Posts: 110
    @TheMoonwalls and @SaladStraightShooter , i suppose when i think about it asking people for their sales is private and could be dangerous, but i was just curious ( and no I'm from tax control LOL)
  • scrapee_netscrapee_net Member Posts: 424
    Mine is Smash these Ants, on Amazon: 7.152 paid copies so far.
    https://developer.amazon.com/application/general/M32QGEC0QJQ51Q/detail.html
  • LeonardDeveloperLeonardDeveloper Member Posts: 4,630
    edited July 2012
    - Gravity Bounce (Including when it was free for a day) 41,064 so far
    Well theres my little egg drop :) Egg drop - 4,063 in its first two days :)
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