Two App Stores...

Discussion in 'Public Game Developers Forum' started by ktfright, Oct 11, 2009.

  1. ktfright

    ktfright Well-Known Member

    Dec 18, 2008
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    Student,Rapper,Game Dev.
    Hawthorne,California
  2. MidianGTX

    MidianGTX Well-Known Member

    Jun 16, 2009
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    Screw App Store A.
     
  3. blt3d

    blt3d Well-Known Member

    Dec 22, 2008
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    President/Lead Designer
    Florida
    Too bad Apple will probably never let this happen. It would "confuse" users :D
     
  4. PocketMonkey

    PocketMonkey Well-Known Member

    Mar 29, 2009
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    Interesting.

    I thought Ramp Champ was more successful than that.
     
  5. Random_Guy

    Random_Guy Well-Known Member

    Apr 6, 2009
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    Australia, mate!
    Yeah, I thought that Ramp Champ was pretty successful.
     
  6. skyye06

    skyye06 Well-Known Member

    Jul 21, 2009
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    student
    Texas
    They broke into the top games if I remember correctly but I guess they did not reach their quota.
     
  7. ElectricGrandpa

    ElectricGrandpa Well-Known Member

    Sep 5, 2009
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    Game Developer
    Brampton, Ontario
    Yeah I just read that too. It's an excellent analysis of the current state of the App Store. Well worth a read for anyone who is in the process of making games. Make sure you target one or the other, not both.
     
  8. ktfright

    ktfright Well-Known Member

    Dec 18, 2008
    587
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    Student,Rapper,Game Dev.
    Hawthorne,California
  9. bossman696

    bossman696 Well-Known Member

    Sep 11, 2009
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    Graphic Designer, Commercial Printer
    Alabama
    Very Interesting Read..

    I found it very interesting and informative. Although a lot of the people that complain about low sales had big expectations, the games or APPs they produced didn't (IMO) reflect that expectation.

    I too had big expectations and have seen pretty consistent sales given that my game only has one level. I might be disappointed once the additional levels are added and sales don't increase at least by some margin.. but as it stands I'm pretty happy with the games progress. I figured if I could sale to just 1 percent of the potential users of Apple's devices, that would be a pretty penny for the home developer.
     
  10. marc-bjango

    marc-bjango Active Member

    Oct 27, 2009
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    Lead Designer & Director at Bjango
    Melbourne, Australia
    Yep. Agree with this.

    If you want to succeed, then be careful how you spend your time and money. Also, I think some iPhone devs are looking at the App Store as a get rich quick scheme. Good luck to them, but if they don't have a background in software development, then they might be entering a market that they don't know enough about.

    Here's something I wrote on the topic: Gold digging on the App Store

    We're finding that selling your apps cheap can be great, provided two things: 1. Your apps are actually good. 2. You don't spend a stupid amount of money developing them (this is easy if you're coding and designing yourself).
     
  11. bcgflow

    bcgflow Member

    Sep 15, 2009
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    Couldn't agree more!
     
  12. nattylux

    nattylux Well-Known Member

    Sep 17, 2008
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    Washington, DC
    Ooh you're Bjango! I read that blog post a while ago, and just wanted to tell you that I agree with every word. Preach on!
     
  13. Pretty good article. Interesting that racing has become an over-saturated genre. 6 months ago, I recall reading an article that said it was underpopulated and needed games. Amazing how quick things turn around in this market.

    Personally, I'm not sure what the right strategy is. Currently, I try to come up with a single base (say chess or retro racing) and produce multiple products for it. It's worked ok, but honestly with all the iPhone competition, I'm starting to think multiplatform on top of multi-release might be a better way to earn some money.
     

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