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Getting your game to the top

expired_012expired_012 Posts: 1,802Member
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

Comments

  • giacomopoppigiacomopoppi Posts: 914Member, PRO
    This could work.... but where are you going to get the 1000 accounts?? :P
  • giacomopoppigiacomopoppi Posts: 914Member, PRO
    oh i get it, i read badly. no i dont think it would work. as tshirt said, its the downloads that count :)
  • reddotincreddotinc Posts: 653Member
    I'm not sure how downloads would *count* as it's top GROSSING after all.. Would be interesting to know the requirements though.

    // Red Dot Inc
  • expired_012expired_012 Posts: 1,802Member
    I'm pretty sure that the top grossing are the ones that make the most money so I don't think downloads matter. After all, why do you think no free apps are not In the top grossing (not counting the ones with in app purchases)

    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
  • reddotincreddotinc Posts: 653Member
    I'm 100% sure it's the apps making the most money, hence the grossing part :P
  • expired_012expired_012 Posts: 1,802Member
    Yea, even on iTunes it says "top revenue apps" in the top grossing section. I'm pretty sure that revenue means the amount of money you make.

    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
  • synthesissynthesis Posts: 1,693Member
    Your app ranking is based on download counts. You gross ranking is based on profit totals.

    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.
  • iDeveloperziDeveloperz Posts: 1,169Member
    But you lose a lot of money.

    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.
  • expired_012expired_012 Posts: 1,802Member
    @iDevelopers, I think apple rounds the 0.99 to $1, and you get $0.70 per unit not $0.71. That's how it works in the US at least. So that would mean I would lose $300 not $280
This discussion has been closed.