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#31
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This whole discussion is leading into the wrong direction.
The OP poster wants to know whether there are any issues pulling an app and resubmitting. Bottom line is:
I would not do it but like I said, it is your decision, your brand and your reputation. |
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#32
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#33
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well the PR stuff is only true of you actually have someone who "cares" if no one cared about your app in the first place the market won't care either if its gone, renamed or vanished forever.. so its more of a card blanc (imho) of course if you have a couple thousand active users maybe one should think about a different update approach or not.. in the end the OP can do as he sees fit.. and judging him on anyone else without knowing all facts is unfair at best.. Quote:
did you loose "support" , yes you did.. bit then you never had a guaranteed support in the first place.. is it a bad move for a paying customer.. yeah it is.. but it does not render your bought software license unusable.. maybe till a mayor ios upgrades comes or new hardware etc. but that can happen on pretty much any other platform too.. usually when it comes to "software" as in "not games" you usually have an free and paid upgrade roadmap somehow somewhere.. so 1.0 to 1.0.1 might be free but the update to 1.5 cost money.. or to 2.0 or whatever.. on ios you can't make an update paid only.. so your only option to finance your updates is by selling more apps.. but if you don't earn money how are you suppose to fund the support of your product? you probably can't, you move on to the next projects and try anew or do something else.. but in the end it boils down to the fact that everyone needs to earn money somehow.. and if an app does not work out.. then the few customers you might have had have to bite into the sour apple and see an app removed or left to die on the store.. but this usually happens if the devs makes no money either.. so both sides loose. of course there are other examples of other deals happening like changing the publisher etc.. but if a developer sells the distribution rights to company x.. of course the old version of the game gets pulled and put back by the new publishers.. but thats a rare case anyway.. the point we as customers buy the apps "as is" not matter what.. and hoping for something else like years of free support for whatever sum the app costs is illusional.. i want to see one inde developer who made millions from any software and then wasn't willing to support it 110%. on the other hand to expect them to go bankrupt by providing months or years of free support is weird at best.. there are always two sides of a coin.. and understanding both is a big plus. i remember EA need for speed most wanted.. where there was a well known bug.. and they said officially it will be fixed in the sequel.. lol ..
Last edited by mr.Ugly; 10-17-2012 at 07:06 PM.. |
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#34
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I wonder if the OP is even reading this anymore, are you still out there? Any thoughts now? |
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#35
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"I have now played your game every day for four months and have unlocked everything. It is getting boring. Add to it!" This actually caused mixed feelings. For one, it is nice to hear that somebody plays your game every day for four months but OTOH, I was also a bit angry about the bold demand for new content. After having played the game extensively for four months he should have gotten enough bang for the buck (sic). |
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#36
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#37
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Thanks for all the responses guys...sorry if I've caused a little friction.
Mark is right, I have spend a small fortune on a) launching the platform and b) creating an app to gain some great traction on membership to this platform. I got the shock of my life when I literally achieved 15 downloads of the paid and a 150 of the free. My app gained approval at the same time that IOS6 was launched and my visibility on the store plummeted. I have paid over $600 on marketing which had little effect. Don't ever go to great apps.com guys. In retrospect I have learned a few things from the experience. 1) importance of a good icon (mine is ugly) 2) importance of a good name (mine is ambiguous) 3) capitalising on marketing efforts in first 3 days of sale for early downloads to increase rankings 4) importance of per-launch marketing 5) and most important, gaining a place on new and noteworthy. My app is an original and innovative idea which has potential to make it on here (although not guaranteed) 6) placing it in the right categories in the first place - putting it under social networking was a mistake 7) pricing strategy (in app purchases of a free app is far more effective than charging $1 upfront) I was naive thinking that if you build it, they will come. Photo365 had no marketing behind it and made a fortune in its first week. Also My bro in law got 1800 downloads on a simple doodle on your own photo app that he spend 2 mins promoting on his facebook with 50 friends, so thought mine would totally outperform it. I was wrong and now I've learnt. I have the email address of all who downloaded the app and will allow them to download it for free for a limited time. Customer service is top of my agenda. Thanks to all who have contributed. I don't want to piss customers off, but I want this app to succeed and be more available for the whole world to see. I will let you know how I get on. Thanks again Mike |
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#38
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#39
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You have the email address of every person who downloaded your app?
How's that possible? I hope you're not stealing their email addresses from their address books. |
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#40
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Well obviously not - they have to register a user to use the app, and their email address is logged in the back office.
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