Your Daily Sales

iDeveloperiDeveloper Member Posts: 441
edited November -1 in Working with GS (Mac)
I would like to know your daily sales. It can be for any kind of app. (GS and non-GS).

Please use this format: Number of Downloads / Dev Share / Total Made*

*Total Made = Dev Share + Apple's Share.

Comments

  • danlbryantdanlbryant Member Posts: 236
    0/0/0

    My apps get zero purchases per month. :(
  • 777ideas.com777ideas.com Member, PRO Posts: 895
    Averaging 7 Sales A Day
  • iDeveloperiDeveloper Member Posts: 441
    Thanks for the answers.
  • 777ideas.com777ideas.com Member, PRO Posts: 895
    If I get no sales I usually put my games free for a few hours then put them back to $0.99. Then I usually get More Sales.
    Just A Tip
  • iDeveloperiDeveloper Member Posts: 441
    @kirk1234: Thanks for the tip. Might just try your "free sale" tactic, when I submit my app(s) this month.
  • 777ideas.com777ideas.com Member, PRO Posts: 895
    Ya Like if you have no sales for a day just put it free for a few hours then put it back to your price and you should definitely get some sales.
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    @kirk, I've seen that raising the price for a while has close to the same effect, although you should always let your price change (either way) stay for at least a full day, so it gets registered correctly on all of the tracking sites...

    The obvious benefit to raising the price, not making it free, is that you might get *some* sales while it's raised...

    This tactic is discussed here: http://gamesalad.com/forums/topic.php?id=9530#post-68653
  • reddotincreddotinc Member Posts: 653
    tshirtbooth said: im averaging $100-$120 and thats after apples cut. But i have not made a new game in over 3 months. I gotta get back to work and get some new games out. cheers
    Great work TSB :) .. Get working and you could easily treble that :)
  • butterbeanbutterbean Member Posts: 4,315
    We need to see more TShirtBooth games ! It's been way too long! :)
  • AfterBurnettAfterBurnett Member Posts: 3,474
    I started out making around 20-40 a day but after the initial launch sales dropped off I sell anywhere from 1-5 a day. Not exactly making me rich! I found being featured in N&N, What's Hot and Touch Arcade didn't help, either... just need to make better games! LOL.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    I average around $15 a day on XMB Xtreme Mountain Busing! and maybe an average of $2 on my other 8 or 9 apps (but those all pretty much suck - I plan to pull most soon).
  • AfterBurnettAfterBurnett Member Posts: 3,474
    I sold 5 times the usual amount last night! Which means, I sold 5 :(
  • AfterBurnettAfterBurnett Member Posts: 3,474
    And Scitunes, do you mean $2 for each of your "sucky" apps or split between all 8-9? Because if you get $2 for each one, added up that's not a bad takings at all!
  • victorkin11victorkin11 Member Posts: 251
    @POLYGAMe

    did you update Max & fix the bug? The most important thing is the control, when you release your ship but keep the fire button, the ship jump under to the fire button postion!
    And that bug will kill your app!
  • AfterBurnettAfterBurnett Member Posts: 3,474
    It doesn't happen very often and most people keep their thumb on the ship when controlling it. If you do that, it doesn't happen. It's when people "tap" the screen, it gets confused. I went over it and over it and have no idea why it happens and can only put it down to a GS glitch. Anyway, not really worth fixing as I don't have the time. I'd rather work on newer, better projects than waste my time trying to fix what was my first game and is honestly, pretty average.
  • StusAppsStusApps Member, PRO Posts: 1,352
    I'm still running at around $100 per day after apples cut. Which is still rather nice. I have lots of new things waiting for approval so would like to see that sit steady at around $200 a day.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    total for the other sucky apps. Actually some of the other ones are alright considering how little experience I had and considering that I was using versions of GS that lacked a number of the features that I now use regularly. And 4 of the apps that don't sell well are science games that I made for my science curriculum website (really wish we had other browser support!) and I just submitted them to the appstore for the heck of it. They are really designed to be a means to an end (learning about the human body). Probably not a whole bunch of people that want to play games about the kidneys in their spare time, but it beats the heck out of listening to teachers like me drone on about the ureters!
  • StusAppsStusApps Member, PRO Posts: 1,352
    and surprisingly a jump of 50% in sales today (well, yesterday really), not sure why
  • UtopianGamesUtopianGames Member Posts: 5,692
    StusApps said:
    and surprisingly a jump of 50% in sales today (well, yesterday really), not sure why

    Thats great we were down on Sunday a little from Saturday.

    Im really looking forward to 2morro to see how Monday will do and if it affects sales being high in ranks on a Monday.

    Darren.
Sign In or Register to comment.