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Under 50mb vs over 50mb

12-05-2012, 10:34 AM
#11
Quote:
Originally Posted by Moonjump View Post
I worked hard to get ShootStorm under 20 MB when it was released (20 MB was the 3G limit then). I followed it up with a free version that required a little more optimisation to include the advertising code and stay under the limit.

The free version was being downloaded about 5 or 6 times as much as the paid version, but an update pushed the free version to 20.1 MB. Downloads on the free version dropped to match the paid version. More optimisation to get back under returned the downloads to the original ratio.
While not as dramatic, when we reduced Pickpawcket from 100mb+ to under the 3G limit at the time we saw a jump of 2-3 times the daily downloads.

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12-05-2012, 10:56 AM
#12
Joined: Apr 2012
Posts: 162
I think it's the difference between being able to download something on impulse or having to do it when a person really thinks about it. In most cases you'll probably only get one chance to get that impulse buyer. That's worth something.

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12-05-2012, 11:15 AM
#13
I think you're right Rainer. If a 3G download failed due to being over the size limit then a lot of users will still be on 3G when they return home. I noticed this on my daughter's phone even though I had setup wifi for her when she first had the phone. Her reply was along the lines of "I dunno".
12-05-2012, 01:36 PM
#14
Joined: Nov 2011
Posts: 87
Quote:
Originally Posted by Blackharon View Post
While not as dramatic, when we reduced Pickpawcket from 100mb+ to under the 3G limit at the time we saw a jump of 2-3 times the daily downloads.
Just had a look at Pickpawcket, 17.5mb, thats quite the drop from 100mb+ lol!
12-05-2012, 02:14 PM
#15
Quote:
Originally Posted by derpderp View Post
Just had a look at Pickpawcket, 17.5mb, thats quite the drop from 100mb+ lol!
The original version had 8 songs, 4 versions of each painting (small version, retina small version, full screen version and retina full screen version). Changing it to only 1 song and 1 version of the painting (as well as other optimisations) helped a lot!

Edit to add: We had exactly 1 complaint about the paintings no longer being full screen and 0 complaints about the lack of song selection... so the rest was obviously superfluous

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Game Designer of:
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Pickpawcket
And a bunch of other games you've never heard of!
12-05-2012, 10:09 PM
#16
Joined: Jul 2012
Location: New Jersey!
Posts: 92
Has anyone ever heard of an over 50mb non AAA title becoming successful? Unfortunately, there's no way my upcoming game will be under 50.
12-06-2012, 03:53 PM
#17
Joined: Nov 2011
Posts: 87
Quote:
Originally Posted by Blackharon View Post
The original version had 8 songs, 4 versions of each painting (small version, retina small version, full screen version and retina full screen version). Changing it to only 1 song and 1 version of the painting (as well as other optimisations) helped a lot!

Edit to add: We had exactly 1 complaint about the paintings no longer being full screen and 0 complaints about the lack of song selection... so the rest was obviously superfluous
That's allot of music lol!
12-06-2012, 03:54 PM
#18
Joined: Nov 2011
Posts: 87
Quote:
Originally Posted by Wizardo View Post
Has anyone ever heard of an over 50mb non AAA title becoming successful? Unfortunately, there's no way my upcoming game will be under 50.
Good point!
12-06-2012, 05:21 PM
#19
Joined: Jul 2012
Location: New Jersey!
Posts: 92
Quote:
Originally Posted by derpderp View Post
Good point!
Yeah, I'm pretty curious. At any rate, when my game comes out in a couple months, I'll share the good or bad news.
12-07-2012, 04:21 AM
#20
Joined: Sep 2008
Location: Vancouver, BC
Posts: 784
funny how this topic keeps coming up. Except at first I think it was 10MB.

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