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Old 05-27-2009, 03:32 PM
M of IMAK M of IMAK is offline
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Default How to get on "New and Noteworthy" - experiences shared

As we all (should) know, being featured in the New and Noteworthy section will result in a significant increase in sales. How much of an increase? It doesn't matter - you want to be featured in this section. An analysis of apps featured will show that any size developer can have their app featured, and almost any app has a chance to be featured. So, the obvious question is:

"How do I get my app selected as one of the chosen 8?"

This thread attempts to answer this question. If you have ever had an app featured in the New and Noteworthy section, please share your experience.

Here is mine:

IMAK Creations has had two apps featured in New and Noteworthy.
1) Our first was ColorTilt, a finger painting app. It was featured in July, 2008. We released it the opening day of the store and priced it at $0.99. It was moving up the top-100 list on its own (oh for the days of only 500 apps on the store). I think it hit 40 or so when it was featured. It then moved quickly to #3 before fading back down the list. Because of this ride, it became one of the top 50 apps for 2008.

Recommendations based on this experience are:
a) Price your app at $0.99 (or at least low enough to generate high sales)
b) Have an appealing icon (Apple likes the ColorTilt icon. If you look closely, you can find it in the iPhone Apps from the TV Ads picture, even though it has never been featured on TV, afaik).
c) Have a unique feature - the 'tilt to select drawing color' was something people wanted to try out

2) We also had a 2nd app make it. I'll save that story for later if there is enough interest in this topic.
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Old 05-27-2009, 05:55 PM
dangerz dangerz is offline
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Awesome, I'd love for some more advice on this. How'd you get your 2nd app there?

I think that's my biggest drawback.. I don't know how to market my app.

Last edited by dangerz; 05-27-2009 at 06:07 PM..
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Old 05-27-2009, 08:30 PM
menhorng menhorng is offline
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I'd be interested in hearing your story as well. Thanks!

--
George

CounterBalancE - logic-puzzle game for the iPhone / iPod Touch
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Old 05-27-2009, 08:32 PM
jbmoney13 jbmoney13 is offline
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Default Great post

Thanks for the great input, I love to hear other developers share their stories. Please talk about your 2nd App. Also maybe you can give me some feedback on how my App Icon looks, since that is one of the variables.

Here is my icon and some pics of my newly submitted game "Mummy's Revenge": (PRICED AT $0.99 as you suggested in your post)













Look forward to your input.
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Old 05-28-2009, 12:37 AM
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PixelthisMike PixelthisMike is offline
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Quote:
Originally Posted by jbmoney13 View Post
Here is my icon and some pics of my newly submitted game "Mummy's Revenge": (PRICED AT $0.99 as you suggested in your post)
Love the icon, if I was Apple i'd be drawn to that

I have already posted our story of having Sheepish featured in Staff Favorites in another thread, pasted here for your convenience:

"We released a minor update that fixed a memory bug fix that was showing up only on phones running the beta OS and we made mention of the beta in the release notes for that version. Next thing, and this is genuinely bizarre, Apple rings us to tell us our update has been held up because we're not allowed to make mention of the beta. Now as most will know it's near impossible to get an email from Apple (we bear no grudge, sheer volume of email must be insane!) so to receive a phone call from them came as quite a shock! Next day we're featured. Who knows if that's got anything to do with it though."

Eric who created Realmaze 3D has a story almost identical to ours.
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Old 05-28-2009, 02:27 AM
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Eric5h5 Eric5h5 is offline
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Quote:
Originally Posted by PixelthisMike View Post
Eric who created Realmaze 3D has a story almost identical to ours.
^^This.

--Eric
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Old 05-28-2009, 03:17 AM
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Anders Anders is offline
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Quote:
Originally Posted by M of IMAK View Post
...

Recommendations based on this experience are:
a) Price your app at $0.99 (or at least low enough to generate high sales)
b) Have an appealing icon (Apple likes the ColorTilt icon. If you look closely, you can find it in the iPhone Apps from the TV Ads picture, even though it has never been featured on TV, afaik).
c) Have a unique feature - the 'tilt to select drawing color' was something people wanted to try out
a) I strongly recommend against this for good apps and games. If it is a crap app and you think it is worth the price of a soda, then yes. Otherwise you are killing the app store. Apart from the customers, who of course want things as cheap as possible (who wouldn't?), it is very bad idea for numerous reasons.

First of all, you can never raise the price again. IF you do it, expect a lot of people waiting for the next "sale". I wouldn't buy anything that used to be cheaper and then all of sudden is twice the price. I would would feel like I would be getting a bad deal. And wait for the price to be lowered again, which could of course mean that I would wait forever.

Second, expect a lot of bad reviews. A lot of people will buy stuff for $0.99, just because it's cheap, and not necessarily because they actually want it. I like to have a good reputation and build a brand. I want people to expect quality and innovation from Illusion Labs.

Also, if you price something X, and lower the price to 0.5f*X, you will double the sales, but only for a short while. In other words, you will make the same amount of money, but just for a limited time, and after that you will start making less money than you initially did. But then you may suggest that you raise the price again, see my first point.

Since the current top 100 lists are solely based on nbr of sales, you will need to sell a lot of games to make it. Do this by making a good app, and not solely by giving it away for free. Also if you look at some of the apps/games, you can see that a lot of them a terrible and have a very low rating (3.5 or less). Why is a bad app on a top 100 list?

I hope Apple fix the ranking problems and rank after some other criterias. Google/Android for instance use install time, price and rating to compile their top lists.

Imagine in six months, all apps are $0.99. Customers happy. Good luck making a living on your App Store sales.

b) Agree.

c). Agree, don't do boring clones of existing games, think of something new and fresh. Lead the way, don't follow.

and some of my own suggestions

d) Spend time with it. Polish it. I've spent about a week alone on the in-game menus for our next game.

e) And if you are the programmer, get someone else to make the graphics You are probably good at programming, but semi-crappy at drawing. Stick to what you are good at. A friend, a relative, your sister etc.

f) Make something you are proud of and something you enjoy. It is more likely you will spend the extra time to make it polished if you actually like what you are doing.

Sorry for the lengthy reply, I just don't want you to kill the app store.
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Old 05-28-2009, 03:49 AM
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asbjoern asbjoern is offline
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Hi Anders,
For a more elaborate discussion on pricing you should check out this thread http://forums.toucharcade.com/showth...t=10960&page=4

Altohugh you point about not lowering the price because it is killing the Appstore is noble I think that it is really hard to go agaist the flow in the app store as an indie developer. You have to have a really strong brand when entering the appstore to be able to maintain a high pricepoint.
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Old 05-28-2009, 04:12 AM
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Originally Posted by asbjoern View Post
Hi Anders,
For a more elaborate discussion on pricing you should check out this thread http://forums.toucharcade.com/showth...t=10960&page=4

Altohugh you point about not lowering the price because it is killing the Appstore is noble I think that it is really hard to go agaist the flow in the app store as an indie developer. You have to have a really strong brand when entering the appstore to be able to maintain a high pricepoint.
Thanks for the other thread, I'll check it out.

Well Touchgrind did well, it was priced $4.99, and still is, and it's been on the top 100 since November. Illusion Labs were unheard of at the time.

One solution is to have different top 100 lists, say one alone for homebrew/$0.99 etc. I don't think most people really know what indie means, most people mistake it for "one man shows". We are "indie", as in we have no publishers or investors, so we can do what we want -- we are independent -- but I think people think of us as a "big" company, but we are infact only four friends!
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Old 05-28-2009, 04:26 AM
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asbjoern asbjoern is offline
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Quote:
Originally Posted by Anders View Post
One solution is to have different top 100 lists, say one alone for homebrew/$0.99 etc. I don't think most people really know what indie means, most people mistake it for "one man shows". We are "indie", as in we have no publishers or investors, so we can do what we want -- we are independent -- but I think people think of us as a "big" company, but we are infact only four friends!
I think there is no doubt that something like this will happen eventually. But then agian this would require some sort of quality stamp, that is sort of what apple do already when featuring products. I am not sure what the criterias for these list would be.
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