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My iOS Games Sales Statistic for the past Month

07-12-2012, 09:41 PM
#1
Joined: Dec 2009
Location: Malaysia
Posts: 307
My iOS Games Sales Statistic for the past Month

Hi all,

Thought I'd share this with you. Those indies/individual who are interested to make an iOS Game can get an idea of how much you'd be making based on my statistics, and gauge your game to mine.

http://emir-bytes.blogspot.com/2012/...ics-for-1.html

07-12-2012, 11:20 PM
#2
Joined: Jun 2012
Location: Devon, UK
Posts: 121
Very similar experiences with free and paid, spooky. Actually it was only yesterday that a 5 day roll ended and I hit that 'cliff'...
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Web: www.zenout.co.uk
Follow: @zenoutJez
Developer: BubbleSand Tetroms (Attic Eyes...Soon!)
AppStore search string: "Jez Hammond"

07-12-2012, 11:32 PM
#3
Joined: Mar 2012
Location: California
Posts: 31
Thanks for sharing, and your stats reflect mine and I'm sure thousands of other developers.

A little off topic, in your article you mentioned that you aren't using Cocos2D and you seemed proud that you weren't? I didn't play your games, but judging from the screenshots they seem fine, but why not use Cocos2D? Cocos2D provides an easy method to present your graphics fast and manage the game well.

As a developer you don't ever want to reinvent the wheel, and you want to use the best tools for the job.

Twitter: RuizNick
07-13-2012, 01:00 AM
#4
The problem in the App Store, with this game or any other, is visibility. If no one knows about your game, no one will buy it. That's true for the best game or the worst game in the store. There's something like 100,000 games... think about it.

Independent developer of Alien Space, Alien Space Retro, and now Annihilate

For more information and latest updates, join us on Facebook: https://www.facebook.com/AlienSpaceGame
07-13-2012, 01:30 AM
#5
Joined: Dec 2009
Location: Malaysia
Posts: 307
Quote:
Originally Posted by ruiznick View Post
Thanks for sharing, and your stats reflect mine and I'm sure thousands of other developers.

A little off topic, in your article you mentioned that you aren't using Cocos2D and you seemed proud that you weren't? I didn't play your games, but judging from the screenshots they seem fine, but why not use Cocos2D? Cocos2D provides an easy method to present your graphics fast and manage the game well.

As a developer you don't ever want to reinvent the wheel, and you want to use the best tools for the job.
Thanks ruiznick and others for checking out the statistics.

Yea I think cocos2d is great too, BUT, when I was starting out, I didn't know about cocos2d existence (facepalm), and I went on creating these 2 games foundations using pure XCode and NSTimer. I did opengl before, but it was a long time ago, and it was difficult for me. After that I go on creating some other apps, and found out about cocos2d. But these 2 games' foundations (with hand drawn artwork) is basically done, so i just decided to finish it off and launch to appstore.

It is amazing that even with XCode alone, you can create quite okay-ish games. I use a lot of UIView block view animations and sequence them using self performSelector: withObject: afterDelay a lot (the guy who invented this method is a genius )

But I agree with you, so 3rd game is using cocos2d. And to be honest it is not really that different with just XCode alone programming. The only difference I'd say are the performance with more sprites (like particles and what nots).

Last edited by Rocotilos; 07-13-2012 at 01:35 AM. Reason: grammar corrections. my english sucks
07-13-2012, 01:32 AM
#6
Joined: Dec 2009
Location: Malaysia
Posts: 307
Quote:
Originally Posted by AlienSpace View Post
The problem in the App Store, with this game or any other, is visibility. If no one knows about your game, no one will buy it. That's true for the best game or the worst game in the store. There's something like 100,000 games... think about it.
^^^^
Yup this.


Furthermore WE are being pushed FURTHER DOWN by:

- big companies games (they can basically release ANYTHING and ppl will buy)
- those who game the app store (fake reviews/fake downloads)
- Zynga.
07-13-2012, 01:42 AM
#7
Quote:
Originally Posted by AlienSpace View Post
The problem in the App Store, with this game or any other, is visibility. If no one knows about your game, no one will buy it. That's true for the best game or the worst game in the store. There's something like 100,000 games... think about it.
True that!

Even really great games are often a blip on the radar on the Top lists before they slide out of sight and out of mind. There are the exceptions of course, but let's face it - the majority of games on the Top Grossing lists are sinking a shit ton of cash into user acquisition to achieve and retain their positions and keep others out. It's damn near impossible for start-ups and indies to crack into Top lists and hold a position there for any reasonable time without a lot of capital or a publishing partner to fund user acquisition.

To OP, thank you for sharing your numbers. It takes much courage to publicly analyze and share this type of information. Kudos.

DP
07-13-2012, 03:16 AM
#8
Joined: Jan 2011
Location: England
Posts: 10,656
I think more and more people realise how useless the app store is to 'find games'. I always use forums, if i see a thread which seems to be talked about a lot i'll have a look and if i like what i see from user reviews/gameplay video i'll often buy the game.

I hardly find a game on the app store itself and read reviews there as to me most seem fake (i ignore any one liners, if theres a review of a few sentences it seems more 'legit' to me)

But its just as hard for the real buyer as well, look at a section of the forum here which basically encourages people to post fake reviews in order to win a giftcard. Because of tactics like that like i say i ignore the app store reviews as i dont really know whats fake and whats not.

I still feel if a game is good it'll get spoken about by the 'real' fans on forums. Problem is sales, so many people like to wait for a price drop or it to be free which is a shame. For a dollar or two i'm happy to buy asap to help the dev
07-13-2012, 11:31 AM
#9
Joined: Jun 2012
Location: Ottawa, Canada
Posts: 150
Damn, it's terrifying out there, feel foolish taking almost a year to make my first game only to find out my chances of making any money are quite slim, although I quite honestly knew that going in.

I'm spending way more time polishing the damn thing up, but ultimately it won't be worth a damn if it's not good and it's not visible.

What's the consensus of quality vs. quantity game development, focus a lot of time on making one quality good app in 6-12 months or make quantity apps in short 1-2 month development time periods?

I chose the 6-12 month timeframe, just because I'm not comfortable with putting out something that's too simple.
07-13-2012, 02:12 PM
#10
Quote:
Originally Posted by RebelBinary View Post
Damn, it's terrifying out there, feel foolish taking almost a year to make my first game only to find out my chances of making any money are quite slim, although I quite honestly knew that going in.

I'm spending way more time polishing the damn thing up, but ultimately it won't be worth a damn if it's not good and it's not visible.

What's the consensus of quality vs. quantity game development, focus a lot of time on making one quality good app in 6-12 months or make quantity apps in short 1-2 month development time periods?

I chose the 6-12 month timeframe, just because I'm not comfortable with putting out something that's too simple.
If you put out a lot of crappy games you wont have any chance of making money, and you'll get a rep for making shovelware apps. If you put out fewer good games you'll start to get known for it, build up a fanbase, and have a chance to make money.

My other advice to developers is to avoid falling into the platform-dependent trap. In other words, write your games using C++ or Unity or some other solution that will allow you to easily port the games to new platforms. You're putting a lot of work into your game, why get locked in to one platform? If your game fails on iOS, you might still be able to have a chance to get it out on Android, or PC, or Mac, or another platform.

Independent developer of Alien Space, Alien Space Retro, and now Annihilate

For more information and latest updates, join us on Facebook: https://www.facebook.com/AlienSpaceGame