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My launch experience wasn't good

08-15-2014, 08:21 AM
#1
Joined: May 2014
Posts: 133
My launch experience wasn't good

So I launched a drawing type game very popular with 60 installs free game with inapp purchases and Chartboost and all results are zero earnings in Itunesconnect and zero earnings with Chartboost

ITs flippin depressing when you have a $180 million dollar game under your belt
08-15-2014, 10:17 AM
#2
Joined: Sep 2009
Location: Colorado
Posts: 5,154
Quote:
Originally Posted by Planetman View Post
So I launched a drawing type game very popular with 60 installs free game with inapp purchases and Chartboost and all results are zero earnings in Itunesconnect and zero earnings with Chartboost

ITs flippin depressing when you have a $180 million dollar game under your belt
It is a sad market, I don't know anyone making decent money right now. The market is so full of free games being free doesn't even equate to downloads anymore.

I would suggest you put a link to your game in this thread though, people might check it out.

08-15-2014, 10:37 AM
#3
Joined: Jan 2011
Location: England
Posts: 10,640
Yes it seems very strange when after a lot of threads/posts here he doesnt even create a new thread for this in the games section or ipod apps section
08-15-2014, 10:40 AM
#4
I'm not surprised. The kinds of questions you are asking tells me you're a beginner to the industry, with no experience. Use this project to learn how to build, how to market, how to design and most importantly how not to make the same mistakes you did on this project.

I find it super strange that you asked how hard it is to make a drawing game yesterday, and then tell use you launched a drawing game today! Why did you waste our time if you already knew?

Looking for a writer? PM me

Game Designer of:
Family Feud 2 My First Huge Apple Feature!
Pickpawcket
And a bunch of other games you've never heard of!
08-15-2014, 05:53 PM
#5
Joined: Aug 2013
Posts: 990
put a link so we can make intelligent discussion.

By the way you don't have a 180m game under your belt, someone else does.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
08-15-2014, 07:58 PM
#6
Joined: May 2014
Posts: 133
Quote:
Originally Posted by Blackharon View Post
I'm not surprised. The kinds of questions you are asking tells me you're a beginner to the industry, with no experience. Use this project to learn how to build, how to market, how to design and most importantly how not to make the same mistakes you did on this project.

I find it super strange that you asked how hard it is to make a drawing game yesterday, and then tell use you launched a drawing game today! Why did you waste our time if you already knew?
That was drawing tools How hard to code them not game
08-15-2014, 10:01 PM
#7
Joined: Aug 2013
Posts: 990
Quote:
Originally Posted by Planetman View Post
That was drawing tools How hard to code them not game
are you going to post a link or just try to let your game die as quickly as possible?

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
08-16-2014, 05:13 AM
#8
Joined: Aug 2013
Posts: 990
Quote:
Originally Posted by Planetman View Post
So I launched a drawing type game very popular with 60 installs free game with inapp purchases and Chartboost and all results are zero earnings in Itunesconnect and zero earnings with Chartboost

ITs flippin depressing when you have a $180 million dollar game under your belt
For the amount of marketing you did, 60 installs is pretty good. I mean you couldn't even bothered doing the simple free things I am not sure what makes you think it would end up in anything but a few people. 60 is more than I would of guessed.

I have read in general less than 1% of people buy an IAP (for my games that have a premium and free version I have about 1% of my downloads being paid). With only 60 downloads zero IAP is an expected result. Also do your stats tell you people are playing or are they just downloading saying boring and closing the app?

On chartboost, you tend to not make much until someone clicks an ad and installs, then you make a lot. How many impressions have you made? Is anyone clicking?

Also comparing yourself to 180m app is clearly ridiculous. It sounds to me like you are mainly focused on getting rich quick than making a quality app. You aren't in the right place for get rich quick schemes. It takes hard work, talent and a bit of luck.

Congrats on finally releasing a game/app however.

The only correlation I have seen for success is the number of apps released which tells me experience is important.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
08-16-2014, 08:30 PM
#9
Joined: May 2014
Posts: 133
multi

[QUOTE=Destined;3319646]For the amount of marketing you did, 60 installs is pretty good. I mean you couldn't even bothered doing the simple free things I am not sure what makes you think it would end up in anything but a few people. 60 is more than I would of guessed.

I have read in general less than 1% of people buy an IAP (for my games that have a premium and free version I have about 1% of my downloads being paid). With only 60 downloads zero IAP is an expected result. Also do your stats tell you people are playing or are they just downloading saying boring and closing the app?

On chartboost, you tend to not make much until someone clicks an ad and installs, then you make a lot. How many impressions have you made? Is anyone clicking?

Also comparing yourself to 180m app is clearly ridiculous. It sounds to me like you are mainly focused on getting rich quick than making a quality app. You aren't in the right place for get rich quick schemes. It takes hard work, talent and a bit of luck.

Congrats on finally releasing a game/app however.

The only correlation I have seen for success is the number of apps released which tells me experience is important.[/QUOTE

Ok I
Will look at stats
I decided to make multiplayer
08-16-2014, 10:15 PM
#10
Joined: Aug 2013
Posts: 990
multiplayer requires a good player base....

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8