Getting your game to the top
expired_012
Member Posts: 1,802
Im not saying I would ever do this, I am just wondering if it would work.
So if you make a game and put it on re AppStore for $1000, then you buy It yourself, wouldn't you be up really high in the top grossing apps overall? Then you can quickly put it to 0.99 and since more people see it now you could possibly get a lot of downloads
And from the $1000 you spend you're going to be getting $700 back the next day so it's only a $300 investment.
Once again, I don't want to do this so don't hate me for posting this, I was just wondering if this would work. I was thinking about the $900 app iRaPro and how the developers most likely bought it themselves 10 times and got to the #1 top grossing app, which probably got them a ton more downloads then
So if you make a game and put it on re AppStore for $1000, then you buy It yourself, wouldn't you be up really high in the top grossing apps overall? Then you can quickly put it to 0.99 and since more people see it now you could possibly get a lot of downloads
And from the $1000 you spend you're going to be getting $700 back the next day so it's only a $300 investment.
Once again, I don't want to do this so don't hate me for posting this, I was just wondering if this would work. I was thinking about the $900 app iRaPro and how the developers most likely bought it themselves 10 times and got to the #1 top grossing app, which probably got them a ton more downloads then
Comments
// Red Dot Inc
Example: Osmos right now is the #4 top paid app, but it is the #1 grossing app. Why is this? Because the app is 2.99. So angry birds which is #1 is still getting more downloads than osmos but osmos is making more money since it is $3
Also I remember reading somewhere that if you app is $10 and someone buys it, it counts as 10 units instead of 1. Ao a $1000 app could count as 1000 units
What you suggest is theoretically possible...but you have to decide if giving Apple that cash up front is worthwhile for the grossing rank.
I doubt that it will translate very much to sales...as once you drop it back to $1...it would fall off the charts very quickly...so you are spending $300+ for a day's position...that is unless you app is amazing and it sticks in the slot...which if that is the case...why bother with the tricky pricing strategy?
My suggestion...don't try to beat or bypass the system...just make good apps and USE the system correctly.
This way you won't become "hated" by users and/or Apple.
you make 71c per 99c app
99-71= 28 so you lose 28c per app...
1000 apps = 28000c
Which means you lose $280 per 1000 times you purchase it.
Nice idea though.