Hey guys, TopAppCharts.com shows a pretty depressing ranking graph. Is it correct? http://www.topappcharts.com/349767736/app-details-project-72.php I thought the gimmick of the 72 hours, along with it being a nice looking and fun game, would garner more exposure and sales than that. For those considering to one-up you "6-Minute Abs" style, I don't think your results will be very encouraging.
EssentialParadox & MindJuice, Well, the truth as you can see is not that exciting. Sales have not been that great, but we've had a lot of interest from media and we are hopefully getting some big articles and interviews published soon. The feature from iTunes will maybe help as well.
I don't know, the project my be more interesting to people having an interest in the developing process. For the general consumer/gamer its not really a selling point is it, it could actually be deterring you know: "They only spent 3 days making the game and expect me to pony up almost a whole buck!?"
NickFalk, haha, that's funny and you're right. But another point is, the process is getting a lot of exposure which in term hopefully leads to sales. It would be one thing if the game got really terrible reviews because it was a quick programming plot, but our goal was to make a quality, successful game. At least I think we succeeded with that.
You may not be rocketing to the top of the charts, but for a game done in 72 hours I think you've done pretty well so far. I've seen the game mentioned on websites where I rarely see indie developed games get any mention, so you've certainly got the hook to get websites and blogs interested in supporting you. Maybe it's a hook to get the customers interested that you're missing.
amazing that even with such marketing efforts - it doesn't make much of a difference to getting sales or not. think of it as an awareness cost.. you spent 72 hours on it - i wish i could spend 72 hours straight on something, but real life gets in the way.. abiosis:chains - i wrote in 20 hours. been working on a small contract game - so far, 32 hours in.. nearly done.. so, 72 hours for a game isn't unrealistic at all.. and you had 4 guys working on it - effectively 288 hours = 7.2 weeks if you didn't sleep i think next time; see what you can do in a 72 hour marathon - we've all done those marathons cramming for exams in university (at least, i did)
Person Locator took 9 hours from start to finish. made $2000 in proceeds and it hasn't even been a week yet. (released last friday)
i'm surprised what people buy.. lots of 1 star reviews - but, hell; if you get paid - who cares right? i could have personally released a bunch of junk apps; but i have more dignity than that - like developing porn apps; i don't want my name associated to apps that falsely advertise their features of exploit sex/nudity. sure; i don't make as much money - but i ride on respect towards future clients. i wouldn't want to sour a potential deal because i released some junk.
We just got an unexpected call from Cupertino. Apple got in touch with us to discuss Project 72 and more featuring. I will update you as soon as I can say more. How exciting is this!? Stay tuned...
I really like people making challenge like this. This remember me few years ago when I've done small free games for the Gameboy Advance like this. The challenge was to make a shoot game in 2 weeks ( 3 to 6 hours per days ) After that, I make a sequel with more features in 2 months (if you want to play those games, search "uranus sun tear gba", it's work only with a gameboy advance emulator) That's why I have a really strange (good) feeling regarding your 72 hours project ! So great work guys, you did a really nice job !
Sooooo.....are you getting one of the prime feature spots on the rotating banner ad at the top? That would launch your sales way up!