View Full Version : "Free app a day" Useful as a Marketing Tool?
I see many devs using the free app a day style campaigns to boost awareness of their apps. Has anyone tried this? How does a top 10 ranking in the free pages translate to the paid rankings? I understand that you lose the free ranking and have to start all over in the rankings; whats the point then?
lukeca
05-21-2010, 11:45 PM
I think a free app with some sort of in-app purchase is the best way to take advantage of the free app a day promotion
ipod_david
05-22-2010, 03:58 AM
I think many will tell their friends: hey dude I got a cool game, get it too... oh bummer its paid again? come on then, buy it its totally worth it. I think thats how itcould work too!?!
Mondae
05-22-2010, 11:19 AM
I think many will tell their friends: hey dude I got a cool game, get it too... oh bummer its paid again? come on then, buy it its totally worth it. I think thats how itcould work too!?!
Or, it could go like: hey dude this game is free today. Get it today. *then updates facebook status with: hey cool free game today, here is a link.*
Flickitty
05-22-2010, 03:55 PM
I usually ignore freeappaday.com, because I got tired of the FREE games that weren't really free, they were just a front for DLC.
I'm not completely opposed to DLC, but goddam it, if you are telling me that you are giving me a game for free, it better be FREE.
Plus, I don't agree with their shady methods and the ridiculous rhetoric from the foreign retard admin of the site, with his extremely limited vocabulary learned from watching too many Billy Mays infomercials.
There are far better free site options out there: better for the consumers, better for the developers and better for the industry.
Rocotilos
05-23-2010, 12:15 AM
I am also wondering if this free app a day is good. its like, you are giving it for free just a day. it does not translate to good ranking in the paid section the next day either.
MrBlue
05-23-2010, 09:26 AM
For those that are interested, you should do some legwork.
Before I signed up the first time, I went to the sites, looked at every single app that's ever been promoted, looked at appshopper.com to get a sense of history of the app, and then looked at appannie.com to get historical ranks.
Some apps went free for 1 day, while others went free for a week, while others are still free. You need to look at iTunes and possibly get a copy if it's still free.
Some apps did well, while others not so well. It's not a silver bullet that will make my magic 8-ball clone into a best seller. If you look at some success stories like Tiki Totem and Ground Effect, they are both really well made games.
Lastly, trust, but verify (http://en.wikipedia.org/wiki/Trust,_but_verify). I always research apps myself regardless what I've been told or read.
Friendsheep HD is currently #5 free app on the iPad, as a result of our free promotion.
It's been a big headache for us. We can either convert it back to paid, and have to climb the paid charts, or we can implement in-app purchase. I've also heard the conversion rates for IAP can be as low as 2-3%.
headcaseGames
05-24-2010, 07:24 PM
I contacted them to see if they'd be interest, I'd love to get the exposure. Since release our visibility is dropping off and I feel that word of mouth the likes of which we could get from doing that is potentially very big.
Going free without their promotion feels like it would be useless though. Anyway, there are my thoughts on the matter, like 'em or hate 'em.
OneEye
05-24-2010, 08:34 PM
Freeappaday did well for Underworlds. We got about 160k downloads in 36 hours, went into the top 5 overall. After the promotion we saw a 100% increase in sales for the first week and 50% since then. NOTE - this promotion is not free, if you dont have cash don't even try it.
Flickitty
05-24-2010, 09:32 PM
After the promotion we saw a 100% increase in sales for the first week and 50% since then.
Percentages always crack me up- because they are completely useless. If you sold 1 app on Monday and 2 apps on Tuesday, HEY YOU JUST SAW A 100% INCREASE!
Are real sales numbers forbidden or something?
Impossible Test zipped to the top of the charts as well, via FreeAppCalendar, and that site is completely free. I've heard that DLC was doing okay for that app- and it still ranks in the Top 100.
ICS Mobile
05-29-2010, 05:57 PM
There you go:
http://www.appannie.com/creamy-ice/ranking/history/
http://www.pocketgamer.biz/r/PG.Biz/MouthOff/news.asp?c=20986
http://www.pocketgamer.biz/r/PG.Biz/ThumbFire+news/news.asp?c=20787
The solution has been improving over time but If you don't have a very very polished app, going free will get you nowhere, but if you do just like creamy ice or the chop chop series it might get you to the top 30 total US paid apps, Also the app stays visible on the site for up to 30 days as a paid app which also helps increase visibility and returns, but as someone mentioned earlier don't jump in without investigating!!
Mondae
05-29-2010, 06:36 PM
There you go:
http://www.appannie.com/creamy-ice/ranking/history/
http://www.pocketgamer.biz/r/PG.Biz/MouthOff/news.asp?c=20986
http://www.pocketgamer.biz/r/PG.Biz/ThumbFire+news/news.asp?c=20787
The solution has been improving over time but If you don't have a very very polished app, going free will get you nowhere, but if you do just like creamy ice or the chop chop series it might get you to the top 30 total US paid apps, Also the app stays visible on the site for up to 30 days as a paid app which also helps increase visibility and returns, but as someone mentioned earlier don't jump in without investigating!!
Just wanted to tell you to keep up the good work with all these free apps.
n
(||)
ICS Mobile
05-31-2010, 08:07 PM
Just wanted to tell you to keep up the good work with all these free apps.
n
(||)
Thanks! Mondae :)
DaveMc99
06-01-2010, 08:52 AM
There you go:!!
Congrats.. you now have more twitter followers than TA. :eek:
http://twitter.com/freeappaday 10.5k+
http://twitter.com/toucharcade 10.4k+
ipod_david
06-01-2010, 09:20 AM
one should on the other side consider the fact that the free campaigns will also infect your ratings. FAAD is always motivating us to give reviews if the game is good. But what I saw in this very time are stupid-n00b-reviews with 2 or 1 stars even if the game is well polished (e.g. 2360 battle game). That piss' me off since those guys dont really understand that actually in some cases money and therefore an existence are behind these games (not to mention many many many hours of hard work, which I dont even know *lol*)
FAAD, keep up the good work
release the app soon
ICS Mobile
06-01-2010, 12:47 PM
Congrats.. you now have more twitter followers than TA. :eek:
http://twitter.com/freeappaday 10.5k+
http://twitter.com/toucharcade 10.4k+
Hey Dave, Thanks again for the great sentence you wrote back then (alexa stats), when I was getting blasted from all over the place, it helped a lot! :)
Vinvy
06-01-2010, 05:26 PM
one should on the other side consider the fact that the free campaigns will also infect your ratings. FAAD is always motivating us to give reviews if the game is good. But what I saw in this very time are stupid-n00b-reviews with 2 or 1 stars even if the game is well polished (e.g. 2360 battle game). That piss' me off since those guys dont really understand that actually in some cases money and therefore an existence are behind these games (not to mention many many many hours of hard work, which I dont even know *lol*)
I honestly didnt like 2360 and rated it low, if someone doesnt like a game they should rate it appropriately. I hate this idea that simply because someone worked on something they should get 5 stars, im not giving a high five to the devs for all their hard work, i am writing the review so that other people can read it and see if they like the game. *The rating system isnt there for the devs it's there for the consumer, if I dont like something I will rate it accordingly. If you think I am a stupid-n00b that is OK, but please understand why the system is there, and that not everyone likes the same games as you.
Mondae
06-01-2010, 06:40 PM
I honestly didnt like 2360 and rated it low, if someone doesnt like a game they should rate it appropriately. I hate this idea that simply because someone worked on something they should get 5 stars, im not giving a high five to the devs for all their hard work, i am writing the review so that other people can read it and see if they like the game. *The rating system isnt there for the devs it's there for the consumer, if I dont like something I will rate it accordingly. If you think I am a stupid-n00b that is OK, but please understand why the system is there, and that not everyone likes the same games as you.
The rating system is clogged with idiots. No wonder developers want 5 star reviews. So many people download and rate 1 star over something stupidly obvious, like the view in GTA; CTW which can be seen in screenshots.
PixelthisMike
06-01-2010, 06:49 PM
I honestly didnt like 2360 and rated it low, if someone doesnt like a game they should rate it appropriately. I hate this idea that simply because someone worked on something they should get 5 stars, im not giving a high five to the devs for all their hard work, i am writing the review so that other people can read it and see if they like the game. *The rating system isnt there for the devs it's there for the consumer, if I dont like something I will rate it accordingly. If you think I am a stupid-n00b that is OK, but please understand why the system is there, and that not everyone likes the same games as you.
It is okay to not like a game because it's just not your thing. However, I don't think that necessarily justifies giving it one star. One star should mean the game is actually lacking in some way, i.e. it is full of bugs or has 10 minutes of gameplay but costs $10 etc.
If I played a good game that just wasn't my cup of tea I would touch on the good points, point out it just wasn't for me and give it an average rating.
headcaseGames
06-01-2010, 08:43 PM
the rating system is very sketchy, and I will go on the record as saying it is "busted"
However, I prefer they have it there rather than not, as ultimately it will do more good than harm. Help draw people to all-around good, polished apps, and help turn people away from the rest of the stuff.
Obviously this is going to very negatively affect anything that is particularly niche that it put out there, but then, those guys have such a small chance of mainstream acceptance anyway. Ultimately, people making particularly niche stuff on iPhone are in some ways putting their product on the wrong marketplace, as the majority of the consumers are going to be people looking for a casual experience anyway (and I am not saying they shouldn't embrace the scene and release their stuff anyway! Just don't expect acceptance and success unless you have what casuals want, or some big guns behind you!! Do the math)
As for the Free App stuff, I hope to get featured myself because after a month of straggling, our game (aimed at casuals as well as hardcores) is doing well with the word-of-mouth crowd, but that will only get you so far these days without some nice spark behind it, the likes of which "free for a day" blasted all over a few iPhone news sites will get you a little closer to.. wish me luck..!
Vinvy
06-01-2010, 09:47 PM
The rating system is clogged with idiots. No wonder developers want 5 star reviews. So many people download and rate 1 star over something stupidly obvious, like the view in GTA; CTW which can be seen in screenshots.
Which is exactly the same as justifying a 5 star review with, he was a nice guy when he posted on TA and he put lot's of work into the game. Both are stupid to me, one is nicer, but neither should be praised or held above the other.
It is okay to not like a game because it's just not your thing. However, I don't think that necessarily justifies giving it one star. One star should mean the game is actually lacking in some way, i.e. it is full of bugs or has 10 minutes of gameplay but costs $10 etc.
I agree you should weigh in programming and content issues, but I always give weight to how fun a game is. So even a game like Solomon's keep, which was quite short and had a lot of bugs on release 5 stars from me, with a note that it was buggy but would be fixed in updates.
If I played a good game that just wasn't my cup of tea I would touch on the good points, point out it just wasn't for me and give it an average rating.
I disagree, you should give your personal take on the game, and the system will average out the stars and give a proper representation as more reviews are collected. If you artificially raise your score to what you think other people will enjoy you are still breaking the system and skewing the numbers.
Foursaken_Media
06-01-2010, 10:37 PM
It wouldn't be artificial. Giving props for quality is not artificially boosting the score, its a legit criteria -- I happen to agree that people should ideally rate with more though then simply "sucks or awesome." I give a few extra stars to a game I think is well made -- one that I think other people could like -- even if I didn't enjoy it all that much. Can you imagine a gaming website giving totally bias, personal reviews without stopping to think whether their audience would enjoy the game or not?
Its especially annoying when people rate you poorly for things that you clearly articulate in your game's description or even in the game itself... like they are penalizing you for not reading a thing about the game before hand.
Vinvy
06-01-2010, 11:10 PM
It wouldn't be artificial. Giving props for quality is not artificially boosting the score, its a legit criteria -- I happen to agree that people should ideally rate with more though then simply "sucks or awesome." I give a few extra stars to a game I think is well made -- one that I think other people could like -- even if I didn't enjoy it all that much. Can you imagine a gaming website giving totally bias, personal reviews without stopping to think whether their audience would enjoy the game or not?
I am not against giving praise to quality. I am against putting so much weight on it, that you overlook how un-fun a game is simply because you sympathise with the effort put into the game by the Dev. And I don't think any gaming website would give a high score to any game they didn't find fun. No matter how polished. In fact I have never seen it. Not to mention gaming websites scores aren't based on averages collected from hundreds of mini-reviews, and they are written by generally pretty well played gamers who know gamingy history and enjoy probably the majority of types of games.
Its especially annoying when people rate you poorly for things that you clearly articulate in your game's description or even in the game itself... like they are penalizing you for not reading a thing about the game before hand.
I think if this is a big problem, like a game is getting 10 plus reviews like this, it is probably actually the devs problem. Making a game simple and intuitive isn't easy, but it's half the work. Relying on FAQ's or complicated tutorials to fend off low star reviews is a bad design decision. But I agree, sometimes reviews truly are retarted, but I have the same problem with them.
PixelthisMike
06-01-2010, 11:37 PM
I am not against giving praise to quality. I am against putting so much weight on it, that you overlook how un-fun a game is simply because you sympathise with the effort put into the game by the Dev. And I don't think any gaming website would give a high score to any game they didn't find fun. No matter how polished. In fact I have never seen it. Not to mention gaming websites scores aren't based on averages collected from hundreds of mini-reviews, and they are written by generally pretty well played gamers who know gamingy history and enjoy probably the majority of types of games.
I never said you should reward a game with a high rating if you don't enjoy it but can still see it is a quality product. I said you shouldn't punish it with a 1-star rating just because it's not your cup of tea. In fact I specifically said I would give it an average rating because I can recognise the quality of the product and that it could be fun for others, just not me :)
Foursaken_Media
06-02-2010, 01:15 AM
I am not against giving praise to quality. I am against putting so much weight on it, that you overlook how un-fun a game is simply because you sympathise with the effort put into the game by the Dev.
It has nothing to do with sympathy, or with how long it took a dev to make a game. I don't care if the game was made in a week or a 100 years. If the game has polish and other good elements, I don't think it deserves a 1-star review, even if you thought it was un-fun.
And review websites base their reviews off of several criteria to try to get as objective (even if that is impossible) review as possible... you rate graphics, sound, replayability, etc... just because you don't think the game is fun doesn't mean you can't acknowledge there are other aspects of quality and polish that makes it better then a 1-star game.
And as PixelthisMike said, I don't think anyone is advocating giving out charity for polished games... we're just saying a highly polished, quality game that isn't that fun is average... just as much as a fun game with crappy graphics and presentation is going to be pretty average.
But again, if you think your personal fun factor should be the sole criteria for a game's rating, then I'll just have to respectfully disagree ;)
ipod_david
06-02-2010, 02:24 AM
I honestly didnt like 2360 and rated it low, if someone doesnt like a game they should rate it appropriately. I hate this idea that simply because someone worked on something they should get 5 stars, im not giving a high five to the devs for all their hard work, i am writing the review so that other people can read it and see if they like the game. *The rating system isnt there for the devs it's there for the consumer, if I dont like something I will rate it accordingly. If you think I am a stupid-n00b that is OK, but please understand why the system is there, and that not everyone likes the same games as you.
hey calm down dude. what I mean are reviews like that
* carbage
* dont load, its crap
* bahamba is better, as this
* blah blah blah
if you leave such reviews, you know what I'm thinking :D BUT if someone really has complains and can argue with more that 4 word sentences its OK - totally OK!
GlennX
06-02-2010, 04:51 AM
Ratings and reviews matter much less than you think anyway. In the week after being on FAAD Ground Effect had more one star ratings than anything else. This was presumably because a fraction of 1% of the free downloaders deleted after not getting the game and pressed the one star button when asked. Since then the five and three star bars have overtaken it but for several weeks, my rating was through the floor. During those weeks the game was, thanks to the exposure of half a million people potentially showing the game to friends, selling over three times as many copies as before the FAAD promo despite the low ratings.
Thankfully I only have a handful of bad reviews. The vast majority of those who bothered to write seem to be the people who really liked it.
Stroffolino
06-02-2010, 07:31 AM
For those few games that have come out of a free promotion doing better than they did before the promotion, what is the main factor? I've heard people guessing that it's people who got the game for free showing it to their friends, but is there any evidence of that being the main factor?
It's also true that the sheer number of user reviews (anonymous or otherwise) you can pick up after going free will help push your app up in search results.
It's been pointed out that the extra visibility on a free app calender itself may be a large factor. It would seem easy enough to prove this one way or another - was there a drop in Ground Effect's sales when the next month rolled around and your app was no longer displayed on FAAD's main page?
Ratings and reviews matter much less than you think anyway. In the week after being on FAAD Ground Effect had more one star ratings than anything else. This was presumably because a fraction of 1% of the free downloaders deleted after not getting the game and pressed the one star button when asked. Since then the five and three star bars have overtaken it but for several weeks, my rating was through the floor. During those weeks the game was, thanks to the exposure of half a million people potentially showing the game to friends, selling over three times as many copies as before the FAAD promo despite the low ratings.
Thankfully I only have a handful of bad reviews. The vast majority of those who bothered to write seem to be the people who really liked it.
GlennX
06-02-2010, 09:43 AM
For those few games that have come out of a free promotion doing better than they did before the promotion, what is the main factor? I've heard people guessing that it's people who got the game for free showing it to their friends, but is there any evidence of that being the main factor?
It's also true that the sheer number of user reviews (anonymous or otherwise) you can pick up after going free will help push your app up in search results.
It's been pointed out that the extra visibility on a free app calender itself may be a large factor. It would seem easy enough to prove this one way or another - was there a drop in Ground Effect's sales when the next month rolled around and your app was no longer displayed on FAAD's main page?
It is of course impossible to say exactly what effected the sales but now, 12 weeks on, they are down to where they were before.
Looking at the page, it tracks six weeks which is about where sales dropped at their fastest so maybe being on the page is even more significant than I thought it was.
I don't know how numbers of ratings and reviews (as opposed to scores) could really effect sales.
As you say, it's hard to know if word of mouth is really significant but one thing I did observe: We went from 4000 to over 140,000 Openfeint users. Before FAAD only 19 people (1 in 210) had finished the game, since then 1266 out of 148185 (1 in 117) have.
This implies to me that people are almost twice as likely to finish the game as before. Maybe this is because they are a hell of a lot more likely to know someone else who is playing. Who knows? if that is the case than it says something for increased word of mouth though I guess it could just be that the've had longer to complete it but even if that's true it's kind of interesting because few people will play any game for any length of time. I'm sure being on FAAD helped get Ground Effect into the hands of a lot of people who would never otherwise have seen it and ended up being the most enthusiastic players.
ICS Mobile
06-02-2010, 10:21 AM
It is of course impossible to say exactly what effected the sales but now, 12 weeks on, they are down to where they were before.
Looking at the page, it tracks six weeks which is about where sales dropped at their fastest so maybe being on the page is even more significant than I thought it was.
I don't know how numbers of ratings and reviews (as opposed to scores) could really effect sales.
As you say, it's hard to know if word of mouth is really significant but one thing I did observe: We went from 4000 to over 140,000 Openfeint users. Before FAAD only 19 people (1 in 210) had finished the game, since then 1266 out of 148185 (1 in 117) have.
This implies to me that people are almost twice as likely to finish the game as before. Maybe this is because they are a hell of a lot more likely to know someone else who is playing. Who knows? if that is the case than it says something for increased word of mouth though I guess it could just be that the've had longer to complete it but even if that's true it's kind of interesting because few people will play any game for any length of time. I'm sure being on FAAD helped get Ground Effect into the hands of a lot of people who would never otherwise have seen it and ended up being the most enthusiastic players.
Hey Glenn, Remember That Apple is bringing us ~15M new customers every 3 months right? And what it means is by now ~15M never heard about your app so you should......
Stroffolino
06-02-2010, 12:16 PM
The "number of ratings" is one of the factors that Apple uses when ordering search result rankings. It helped with Pocket Boxing, much to my surprise.
Before I'd gone free for a day, the game was burried on the 5th page of search results for "boxing" (which happens to be pretty much the only way the typical user will ever stumble across the game). After going free with a boost from freeAppCalender, and shooting to the top of the Sports category, I got the usual flood of 1-2% anonymous deletes, which predictably destroyed the average user rating for the game, bringing it from 4 stars down to barely 2 stars. But interestingly enough, those anonymous reviews, good and bad alike, caused the app to slowly climb in search results. The game now shows up on the first page in the first 5 results of a search for "Boxing" and the 1.4 update has salvaged my average user review for the current version, both by resetting the ratings, and by adding a new easy circuit, to ease new players into the game rather than presenting them with an arcade style challenge right off the bad. The game is now selling ~10 copies a day. Still not much, and it's got a ways to go before it'll cover development costs, but neverthelesss ~10 buys a day is certainly better than ~2.
Off topic, but one thing that mystifies me is why some of the iPad appstore mechanics are different. The iPad apparently never show "average reviews for this version" but rather only "average reviews for all versions." Similarly, the iPad's ordering of user reviews is sorted by "most helpful" by default, while on the iPod/iPhone user reviews are sorted by "most recent" by default.
I don't know how numbers of ratings and reviews (as opposed to scores) could really effect sales.
GlennX
06-02-2010, 01:45 PM
The "number of ratings" is one of the factors that Apple uses when ordering search result rankings. It helped with Pocket Boxing, much to my surprise.
Maybe that has something to do with it.
There was another thing, a thread in this forum a few months ago where apps were ranked according to visibility on the "customers also bought" lists at the bottom of each app page. Basically, they had rated each app on how likely people were to be looking at the apps that referred to it. I think this 'likelihood' was measured by chart position and maybe other factors.
They then went on to produce a list of apps ranked by this measure. Weirdly, Ground Effect was number 2 in this chart just after it was on FAAD but who knows how important "also bought" visibility is? I mention it because it's the only other variable I can think of.
Johannes
06-04-2010, 12:16 PM
Sure it works, if your target market is people looking for mainly free stuff.
MidianGTX
06-04-2010, 12:35 PM
Sure it works, if your target market is people looking for mainly free stuff.
Well gee, that's pretty rare :p
GlennX
06-05-2010, 05:17 AM
Sure it works, if your target market is people looking for mainly free stuff.
Yeah, FAAD found me over half a million of these people. They in turn found me thousands of other people who were prepared to pay when the price went up. That's the whole point...
The way I see it is:
Imagine you'd written a book and you were to print and distribute millions of copies to be displayed displayed prominently with a 'please take one' in every book store in the world, wouldn't that get your book noticed?
Now imagine that the printing and distribution are free and these are magic books where the untaken copies evaporate after a few days and people can't pass on the copy they picked up to a friend. As an author, the real question would be "why wouldn't you do it?"
Sure, you could feel bitter about the fact that 90%+ of the people who read your book never paid but you'd be ignoring the fact that the free publicity from some of them caused far more people to actually pay up for a copy than otherwise would have.
And remember, these are magic books. Sure, most of them may well have evaporated when those freeloaders threw them in the trash unread but a few hundred thousand of them are sitting on bookshelves and a few months later they remind people they exist when the words 'update available' start glowing on the spine...
ertanakgul
06-06-2010, 08:58 AM
Freeappaday did well for Underworlds. We got about 160k downloads in 36 hours, went into the top 5 overall. After the promotion we saw a 100% increase in sales for the first week and 50% since then. NOTE - this promotion is not free, if you dont have cash don't even try it.
How much does it cost? Is it a fixed fee price or percentage? I think this promotion is not bad if they don't take huge money.
Mondae
06-06-2010, 11:14 AM
How much does it cost? Is it a fixed fee price or percentage? I think this promotion is not bad if they don't take huge money.
$600 on discount to fill up a schedule. $1200 to decide your day.
ipod_david
06-06-2010, 12:08 PM
interesting. this is pretty huge amount. I wonder about the prices back in january :D
goldglover411
06-06-2010, 12:40 PM
its good if you have iap and if you have online multiplayer it will increase #of players
Mondae
06-06-2010, 01:47 PM
interesting. this is pretty huge amount. I wonder about the prices back in january :D
It started in February and that is when these quotes are from(1st quarter). I do not know if the prices have changed.
We used FAAD in March and didn't pay anything. Now I believe it's a revenue share system like OpenFeint's. It's always best to speak directly to businesses though as things change pretty quickly around here. :)
Mondae
06-06-2010, 02:54 PM
We used FAAD in March and didn't pay anything. Now I believe it's a revenue share system like OpenFeint's. It's always best to speak directly to businesses though as things change pretty quickly around here. :)
Nothing! How'd you manage that & what was your app.
GlennX
06-06-2010, 03:38 PM
Nothing! How'd you manage that & what was your app.
The deal we agreed for Ground Effect was as they were switching from up front payment to a revenue split and was possibly unique, I guess we got lucky. We will be using FAAD again and next time will be paying the percentage. I'm hoping we get to make them very rich :)
Mondae
06-06-2010, 04:01 PM
The deal we agreed for Ground Effect was as they were switching from up front payment to a revenue split and was possibly unique, I guess we got lucky. We will be using FAAD again and next time will be paying the percentage. I'm hoping we get to make them very rich :)
Oh Ground Effect. I liked that one.
MrBlue
06-06-2010, 07:41 PM
Maybe that has something to do with it.
There was another thing, a thread in this forum a few months ago where apps were ranked according to visibility on the "customers also bought" lists at the bottom of each app page. Basically, they had rated each app on how likely people were to be looking at the apps that referred to it. I think this 'likelihood' was measured by chart position and maybe other factors.
They then went on to produce a list of apps ranked by this measure. Weirdly, Ground Effect was number 2 in this chart just after it was on FAAD but who knows how important "also bought" visibility is? I mention it because it's the only other variable I can think of.
I emailed and asked vk (http://vklimov.com/apprefs.html) if he could update the "Customers Also Bought" page, but unfortunately it appears that Apple might've changed the format and he can no longer mine that data. So I ended up doing some work manually.
I've used FAAD two times now on two completely different games with 2 separate entities. Sniper Strike has long fallen out of favor since the promotion, however international sales have grown and remains steady. It's not a lot of money, but I'm happy to be making something.
The 2nd game from April FAAD promo has continued to show some strength even 2 months after, so I went to the top 50 free games list and saw that it appears in 24 out of 50 top free games in iTunes under the Customer Also Bought section. I then went to the top 50 paid apps and saw that it appears in 32 of the top 50 games under the Custom Also Bought section which absolutely shocked me.
I'm not sure if this is contributing to some of continued strength in the title, because it doesn't really prove anything. I've also done a handful of other things like throwing some advertising dollars at it and making it an universal app with a very modest price. Also, digging a little further, I found the game featured on the iPad under the games section. :p Not sure when this happened though.
All in all, even though it's in a lot of "customer also bought" sections, it's only hovering around #400 in all games in the US app store. International sales in this case is negligible. I'm still very pleased that I'm able to revive an old title.
ICS Mobile
06-06-2010, 11:35 PM
The deal we agreed for Ground Effect was as they were switching from up front payment to a revenue split and was possibly unique, I guess we got lucky. We will be using FAAD again and next time will be paying the percentage. I'm hoping we get to make them very rich :)
Yes you got lucky! ;)...It was just really hard to convince you, but I knew that ground effect would do well and I also knew that if you had a great experience you'd come back, the other dev who was really really hard to convince was gamerizon the dev behind chop chop ninja, runner and tennis...And now he is doing exceptional well with three titles landing in the top 100 US paid apps!
Bottom line gamers are happy, the devs are doing great and faad is doing well too...I mean you can't beat that!
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