I wish I was doing what you guys are, I get on average 0-5 sales a day with all of my apps. I guess I don't know the formula for a decent selling app yet.
@ktFight The secret is making a game that is rich, deep, and looks polished. You have to have enough game play in there that it won't get stale after about 5 minutes. It needs to be a strong enough concept to engage the gamer and for them to enjoy the experience and desire to play it OVER AND OVER.
Puzzle games are good (TSBs specialty) because they are a bit easier to implement and refine (compared to action or arcade) and the depth is a matter of how many puzzles there are.
100 puzzles are probably the minimum. If you can create an exciting and rich experience for the gamer, and then polish the look and make it "look" professional by using simple and clean interface with good sound and good imagery...then you have a better chance of success.
Then if you can create about 5-10 of those kinds of games...you have the potential of generating enough income to sustain you full-time.
After 5 or 10 games...hopefully you would have a "headline" title that you then can exploit and expand.
It all takes time. To put a library of 5 solid games together...it would probably take close to a year...even with gamesalad...and that's assuming you are working full time at it.
Just a thought...maybe someone else has a different take on this.
thanks for the advice guys,my first game is done i can finish my 2nd and have ideas for several more. I want to get out as many as i can you might only make 10 or 20 dollars an app but if you have 15 or 20 apps out those small amounts start to add up...
Problem is CodeMonkey... according to FMG...#99 = $44 in revenue/week. Perhaps he is now over $100/week. Which is disappointing for such a high ranking.
But either way...Stunt Squirrels if flying high once again!
I noticed that angry birds HD had four reviews in a row of people saying it was the exact same game as the iphone version just at a higher res. So maybe this is the time to develop a brand new game for the iPad as people may be tired of companies just repackaging their old games.
It averages about $100 a day now. Steadily climbing.
You still can't find it on the device itself, which I have found is critical to success.
It is featured in the "What we're playing" section of the iPad App store on iTunes, which is certainly nice, but then people have to buy the app on iTunes, and then sync their device. Which is just a drag, and I don't think people operate that way.
You are currently "in the spotlight" for the games section on the actual iPad.
When you tap categories, then games, your app is at the top where you can view apps in cover flow view style so right now you can be seen on the iPad on the front page of the games section!
I had a hit with a simple app (#2 overall paid app) over a year ago which is still pulling in very good money. I still have yet to release my first gamesalad created app.
It was the second 'Yo Mama' app in the store. Once it got popular, 100+ other versions followed. The majority of money is now made via admob ads on the free version (1.6 million free downloads and counting...still gets about 3000-5000 free downloads per day).
I've been averaging 15k - 20k / month via ads lately. The daily average is doubled or tripled on Fri/Sat/Sun. Last month the app displayed 5.5 million ads.
This is definitely not the norm though, as I have several other apps where I'm lucky if I get $3/day.
It was right place/right time for me last year, as the app store 'only' had about 20-30k apps when I released...making advertising a lot less necessary.
My game has been in the app store for 7 days now and I have been looking at some pleasing numbers for my first game. After 7 days I have had 29 promo code downloads and 40 sales, so I am pretty pleased with the results so far. I just need to spread knowledge of my game more so more people try it out.
Plus I have an update waiting to be approved by apple that will hopefully draw more downloads to come.
I had a lucky stint with my first real iphone app for about 2 weeks
It made it to the top ten in adventure with a best day of $300 @.99 tier now only makes about 3-10 per day
Go ladybug Ipad is steady climbing doing 15-25 daily
i have various free apps that do 300 - 500 DL's daily If i ever feel good about an app i will update them with some advertising for myself via the open URL feature
I started using GameSalad 2 months ago, but I found out something. Make a lot of games, doodle every game you make and upload it as a different game and make alot of games using one game so only games the imagees and upload it as a different game like change from drops to rocks or any thing like that.
In it for the money.... How sad. I like to see games like an art form. Why not use your time making 1 great game instead of 10 crappy ones? I actually stopped buying games for 2 months because the appstore was flooded with ugly/boring games. Depressing....
Yeah... As harsh as Eastbound's message is...He's right. Its developers like that who fill up the store with shovel-ware and make it harder for the more respectable, homegrown apps to flourish. Boo. Plus it's not ethical, but who's counting that anymore... It's all relative nowadays */end sarcasm.
I hope when I finish a couple apps that I can bring in a little extra money every month! And provide people with a fun game.
Comments
The secret is making a game that is rich, deep, and looks polished.
You have to have enough game play in there that it won't get stale after about 5 minutes.
It needs to be a strong enough concept to engage the gamer and for them to enjoy the experience and desire to play it OVER AND OVER.
Puzzle games are good (TSBs specialty) because they are a bit easier to implement and refine (compared to action or arcade) and the depth is a matter of how many puzzles there are.
100 puzzles are probably the minimum.
If you can create an exciting and rich experience for the gamer, and then polish the look and make it "look" professional by using simple and clean interface with good sound and good imagery...then you have a better chance of success.
Then if you can create about 5-10 of those kinds of games...you have the potential of generating enough income to sustain you full-time.
After 5 or 10 games...hopefully you would have a "headline" title that you then can exploit and expand.
It all takes time. To put a library of 5 solid games together...it would probably take close to a year...even with gamesalad...and that's assuming you are working full time at it.
Just a thought...maybe someone else has a different take on this.
Cheers, Weswog
according to FMG...#99 = $44 in revenue/week.
Perhaps he is now over $100/week. Which is disappointing for such a high ranking.
But either way...Stunt Squirrels if flying high once again!
Yeah, SSHD is currently:
#74 in all iPad games
#24 in Action
#14 in Arcade
It averages about $100 a day now. Steadily climbing.
You still can't find it on the device itself, which I have found is critical to success.
It is featured in the "What we're playing" section of the iPad App store on iTunes, which is certainly nice, but then people have to buy the app on iTunes, and then sync their device. Which is just a drag, and I don't think people operate that way.
You are currently "in the spotlight" for the games section on the actual iPad.
When you tap categories, then games, your app is at the top where you can view apps in cover flow view style so right now you can be seen on the iPad on the front page of the games section!
Yeah, Apple contacted me the other day about a marketing opportunity, and needed the graphics by today. I can't believe it is up already!
It's 2:20 a.m. right now in NYC, but maybe I'll walk up to the Apple Store to check it out (the Apple store is open 24-hours here...)
Very exciting!
Well, there you go... Now I am on the device itself, I'll let you know how it goes!
Joe
Also, How much did you make? (Only if you want to tell)
Cheers, Weswog
This is definitely not the norm though, as I have several other apps where I'm lucky if I get $3/day.
It was right place/right time for me last year, as the app store 'only' had about 20-30k apps when I released...making advertising a lot less necessary.
Plus I have an update waiting to be approved by apple that will hopefully draw more downloads to come.
Im hopeful for tomorrow because we seem to be doing well in the iPad top 100 games.
It made it to the top ten in adventure with a best day of $300 @.99 tier
now only makes about 3-10 per day
Go ladybug Ipad is steady climbing doing 15-25 daily
i have various free apps that do 300 - 500 DL's daily
If i ever feel good about an app i will update them with some advertising for myself via the open URL feature
I started using GameSalad 2 months ago, but I found out something.
Make a lot of games, doodle every game you make and upload it as a different game and make alot of games using one game so only games the imagees and upload it as a different game like change from drops to rocks or any thing like that.
Regards,
You're basically scamming people and the system. People like you make the app store suck. Glad to see you're a part of the community.
Why not use your time making 1 great game instead of 10 crappy ones?
I actually stopped buying games for 2 months because the appstore was flooded with ugly/boring games. Depressing....
It's all relative nowadays */end sarcasm.
I hope when I finish a couple apps that I can bring in a little extra money every month! And provide people with a fun game.