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.
guy, i also read this. idk why i find stuff like this interesting. i just want my upcoming apps to sell moderately well. http://iphoneapplicationlist.com/2009/10/08/thinking-about-creating-the-iphone-game-think-twice/
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.
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).
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!
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.