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Originally Posted by CharredDirt
Wow, that's pretty cool. Nice that they can get a refund if it doesn't work.
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In our case, we had a big data download of 130-200 MB for the SD version and 500+ MB for the HD version, so it would be more than 15 minutes before some people could even try it. Partly why we offered refunds past that time period.
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Originally Posted by PixelPower
One example or even 5 doesnt make the googleplay store equal to or better than appstore. Since the begining and in the future in general you will find more success on the appstore than googlepay store. Of course if you can release on both , do so and collect all the cash. Appstore will still be the premium and premier spot to sell mobile games.
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Yes, if you make it big on iOS, you will make far more money than on Android. Which if you're realistic, you realize it's probably not going to happen. However, Android is still catching up in many respects, and so, there are fewer quality developers on Android. This gives you an earlier "first mover" advantage on Android or just a lower hurdle to success. And now that the big boys are all over iOS, it's even more difficult. But I agree, release on both if you can. Remember that there's also the Amazon App Store, too.
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Originally Posted by MightyGate
Thank you for the info binaryhelix,
We are making a utility for Android but we have a problem: piracy.
How are you fighting with piracy?, it's very easy to extract the .apk and upload it in a P2P, or a torrent... are you using any tool or service for prevent piracy?.
Thank you!
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Google Play has an older DRM that you can turn on and it will automatically prevent running the same binary on another device. It does increase the size of your binary. They are deprecating that and telling devs to use their LVL method which does a license check. In both cases, I think it only slows down the pirates. For us, we only tried the old method for a brief period, and it didn't seem to affect sales either way.
It's a war you can't really win, so we don't bother trying to fight it. Plus, piracy is another channel to advertise your app in a sense, and we did get at least one person who paid for the real version once he played a pirated copy.
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Originally Posted by Ndemic Creations
An interesting read.
Question - did your android downloads ever go above 70-100 a day?
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Nope. But the higher price makes fewer downloads more bearable, and we were getting more consistent daily purchases of 30+ for awhile. We'll see if we get any noticeable increase if we can get some Android review sites to take a look.
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Originally Posted by Rubicon
Interesting read, thanks.
Our experience differs a lot in some areas, but overlaps well in others.
Here's a tip though. Korea might be a worthwhile endeavour for foreign localisations as (I know you shouldn't generalise) they're all mad gamers, fairly rich and tech savvy and have a "you need to buy things" ethic. Plus there's many millions of them, it's a populous place.
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Interesting. We're localizing now, and will see about adding Korean as a priority.
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However other Eastern markets are pointless. We had our game localised and sold into the rest of the far East by a portal and we made almost no money from it. We got a feature on China Mobile's home page (quarter of a billion potential customers?) and did about $700. If the portal hadn't covered the localistion costs, we would've been out of pocket! We were going to try Russia too, but after that just didn't bother.
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We were contacted by a bunch of Chinese companies offering the same thing, so it's disappointing to hear the sales didn't work out as hoped. They were saying some of their success stories did $50K and up. Just curious since I think you guys are also a Unity shop, how did they localize it? Did you just give them your whole project?