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  #21  
Old 02-02-2012, 12:58 AM
DomAjean DomAjean is offline
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Join Date: Aug 2011
Posts: 107
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Quote:
Originally Posted by Memir View Post
Wow, those are some impressive stats (1112 and ARDefender). $5k/day for 2 weeks for 1112 sounds good. I'd be happy with a fraction of that per month. Great work!

I released the Lite version of my Turtle Trench first because I was running out of steam on the project, and so just wanted to wrap something up to gauge if there were any interest for it before bothering to developing more. I would've released the Full version months ago, but just didn't get around to it - Regular (contract) work got in the way
You see, that's exactly the kind of mistakes that a lot of developers do...it's sure if you release an unfinished game, there's a chance that the interest around it will be less important; less good reviews, less chances of getting N&N or What's hot, less chances of getting downloads and less people that will rate your game... and if there is any, will they rate it good?

It's like making music, when I compose something and that it is not completely finished and polished, people tend to be more negative than positive in their critics...so just think about it twice before releasing something that you could improve!
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  #22  
Old 02-02-2012, 04:22 AM
Memir Memir is offline
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iPhone 3GS, iOS 4.x
 
Join Date: Jan 2012
Location: London, UK
Posts: 17
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Even though the Lite version was rushed, still got some impressive reviews. Only one guy rated it 3 stars, and that's because it crashed on his iPhone 3G , a bug which I've now fixed in the Full version. Also someone in Germany gave it 1 star and just wrote "garnicht gut", whether that's German for "I was playing the game while driving, and crashed my car, so I'm going to give it 1 star", I don't know.

I could've thrown a bit more in the Lite version, but I think it had enough as a taster. But under normal circumstances, I would've released the Lite & Paid version at the same time. But I don't know how much damage that caused.

Considering most of the comments on Turtle Trench Lite were effectively "Great Game, wheres the full version?". I wonder if I release an update of the Lite version, with an Ad saying get the full version now. It may drive more traffic (people with the game already will get the update, check the game out and realise there is a full version available too).
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  #23  
Old 02-10-2012, 12:22 AM
aviadbd aviadbd is offline
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iPhone 4S, iOS 5.x
 
Join Date: Apr 2011
Posts: 77
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I just released Firewall a few days ago and it has been 2-3 sales a day, the first day's 2 were mine.
I didn't advertise the fact I released it so much (I still didn't make a big post about it here, for example, only announced that it was Going to be launched), and I didn't use any social media etc. I might do soon - and maybe it'll change things.
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  #24  
Old 02-10-2012, 12:24 AM
aviadbd aviadbd is offline
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iPhone 4S, iOS 5.x
 
Join Date: Apr 2011
Posts: 77
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Quote:
Originally Posted by stephc_int13 View Post
ARDefender launch was about ~8000 download a day during the first two days, then less and less until it reached about 500 downloads a day ~25 days later.

Shogun launch (two days ago) is about 30k downloads during the first two days, but it's increasing, but the game is Free...
Heh, I was one of the first ones, I think.

It was just extremely unique, but I can't remember where I saw it to make it so visible..?
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  #25  
Old 03-02-2012, 04:09 AM
Scraff Scraff is offline
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iPhone 4, OS 4.x
 
Join Date: Aug 2011
Posts: 90
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Quote:
Originally Posted by stephc_int13
ARDefender launch was about ~8000 download a day during the first two days, then less and less until it reached about 500 downloads a day ~25 days later.

Shogun launch (two days ago) is about 30k downloads during the first two days, but it's increasing, but the game is Free...
Is this free version or paid?
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  #26  
Old 10-06-2012, 02:28 PM
solly747 solly747 is offline
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iPod Touch (3rd Gen), iOS 4.x
 
Join Date: Oct 2012
Posts: 1
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I releasediContact on Thursday the 4th and got 9 downloads a day for both days so far. It's a paid app at $1.99 and also my first app as well. I'm about to release the free version when apple approve it, which has a limit of 5 contacts.
Pretty pathetic effort I think at 9 a day.
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  #27  
Old 10-15-2012, 03:10 AM
JasonS JasonS is offline
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iPad 2, iOS 6.x
 
Join Date: Mar 2010
Location: Australia
Posts: 88
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Quote:
Originally Posted by Scraff View Post
I think its best to release Lite version and paid at around the same time to cash in on the initial buzz about your game. I used to love lemming! still not downloaded your game but ill have a look for it now.
^ I agree with this. Reason being, the whole point of a LITE version is to give purchasing players a chance to try before they buy. If they liked your game and wanted to buy it and it's not available, you've lost a sale. With the large amount of releases on iOS, it's most likely that they will forget about your game and move on(remember short attention spans).

The only other benefit of a lite version is to push ads.

It's better IMHO to release the FULL version first or at the same time as the LITE, otherwise your just advertising a product your can't sell.

Your hype should be made and maintained through other channels, not by releasing "unfinished" versions of your game (unless you state to the player they are basically a beta tester).
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