Tuesday, July 29, 2014

Publishing & Monetising a New Mobile App - one week on...

And the stats are in.

About a week ago, I released a football goalkeeper game on Android's Google Play.

I've decided to share how it performs, in terms of downloads, rankings and money generation, to show that it really is a wild wild ride out there!

Read on for the delicious details!

Wednesday, July 23, 2014

Trying, again and again!

Note: this post is me promoting my new game to help it gain downloads, please do download it!

I released a football game during the world cup (Germany!! Hell yeah!!) only to find that I released it into a sea of a gazzillion other football games.

Looks like everyone and their grandma was in, wanting to make the most of the season.

I knew at that point, it was gonna be a disappointment, and indeed it was.

I always put a very high value at what's at stake for the first 30 days of an app's launch, and getting about 30k total downloads was indeed disappointing. (But Germany won, so that's something... and they won it with style! )

It did make some money, no doubt, but I believe soccer or football still owed me one more hit (had a previous game hit 3m downloads in the first 30 days!).

It also was an opportunity to gain valuable lesson in market research and timing. We gotta always look at the positive eh?

So here it is, a football game from the goalkeeper's point of view. Released about a day ago, and sitting pretty at #171 in new sports game category after about 24h.

Please do download it to help me gain some rankings. You guys rock!

And I think I will share fully how the game performs in terms of downloads, rankings as well as money generation, if there is any interest. It made a whopping $0.30 from day one with Heyzap!!

So, if you wanna know how it performs , or what I did / am doing to promote it, or how was that 3m downloads made back in March, or about the ad networks, do leave a comment, or drop me an email.

Remember to download the game and show some love!

Thank you for the support!

Download here.

Cheers!
Bill

PS... again.. thanks for the support :D

Saturday, July 5, 2014

App Development is Not a Zero Sum Game

Here is what I believe is how the market functions.

There are downloads coming in for us developers everyday. Potential downloads at worst. Grab them!

Many new devices are purchased daily. Many new comers and new users on the mobile world. Many new kids that have grown up enough to have their own devices. (Yeah, thank their parents! :D )

There is no way that just because I got 3 downloads today, that would mean that you lose out on 3 downloads. It just doesn't work that way. The same 3 downloads are most likely to generate 9 more downloads of other apps as users further explore the application stores.

So I say, go get your apps out there. App development is not a zero sum game. The more you put out there, the more your chance of getting downloads. The bigger your pie slice gets.

And yeah, you get luckier too the more you do it.

Just avoid the spammy stuff will ya?

To the small indie app developers out there... I salute you!
-Bill


Wednesday, July 2, 2014

Simplicity - a lesson we can learn from Flappy Bird

Flappy bird flapped onto the scene and left. In it's wake, there is a tremendous lesson to be learnt.

Simplicity simply rocks!

Yes, there are tonnes of other lessons to be learnt too, but lets focus on this one point today.

It's the mantra that got Steve Jobs and Apple to great heights. It's what rocks Google at it's core. And it should be applied to your apps and games too.

Dong Nguyen (the developer of Flappy Bird) is coming up with his next "big thing", and he says that his new game will be "maintaining the simplicity of the gameplay that Flappy Bird has".

If I can give an advice today, it is make one tap games. Avoid all those level ups and stuff. Add simple social sharing features of your highscore (along with a download link to your app.. beware the clones!).

While simplicity can be abused (fart apps anyone?), using it in a gameplay or apps in a smart way really helps your app to get out to a bigger audience.

There are many more un-hardcore gamers and users out there than there are hardcore (I know, I've counted). And to reach these simple users, which provide a greater market portion, simplicity is the word of the day.

On the other hand, from the developer's perspective, simplicity will mean that you spend a lot less time on the app, and thus if it fails to fly off, you're still allright. And you can spend more time on marketing, ad placement optimisation or preferably developing even more simple games and apps.

So, stay simple!

Cheers!
-Bill

Misleading ads - The dirty games of the mobile advertising world

So, the ASA have come down on EA and decided that the ads that EA has put out for Dungeon Keeper have been misleading.

And, while I think it isn't that big a deal (Hey! if you don't wanna spend money on apps, just don't, YOU have the option), it only highlights the tip of the iceberg of what is actually happening in the advertising world, especially the mobile advertising world.

I've highlighted before of AppFlood and their misleading ads. And as it happens, I've had countless encounters with other ad networks too doing similar stuff. And honestly, this is a whole lot worse.

What EA did was more like they failed to highlight the other "features" of their game in the ad, such as there is IAP (I believe Google now requires this info to be added in your app's description).

But what some ad networks are doing are a whole lot worse. Click an ad, and you're brought to a totaly different app to download. Some networks auto download apps off from a website, often a good source for a trojan to get into the device installing it.

I wonder if the ASA or any other authority would look further into these stuff. Well, we developers are gonna be screwed for sure when this happens.

I really hope ad networks would start looking into this as we are really your partners, and there are many clean ways to achieve it with a win-win for all parties.

Have a great day!
-Bill