What did you want? A pat on the back? So here you go "well done".
No, I thought, maybe somebody is interested, how we did it, what sales numbers we have, how people rating it etc. That's why I posted it in the appstore forum and not in tha "shameless Advertising" forum. I thought, indie devs may be interested in numbers in this level of success from another indie, because you don't get this data from Apple or EA and Digital Chocolate. I would have been happy to share things, but it seems, nobody is interested in it, so...
Quote:
Originally Posted by rocotilos
Just took a look at the screenshots.
Pretty impressive game i must say! Congrats!
btw, how long it take to develop?
Thanks!
It took about 3 months with 10-12 working hours a day for 2 people. There is a free version of it, which was the basic for the full version of course.
Last edited by Hunnenkoenig; 03-03-2010 at 05:27 AM.
I think everyone is interested in the sales numbers, if you are willing to share them with us
what kind of promotion did you do? did you pay for advertisement?
I think everyone is interested in the sales numbers, if you are willing to share them with us
what kind of promotion did you do? did you pay for advertisement?
There was no real advertisement. We released the free demo in october and it was let alone in the appstore.
People liked it and it became a success. Over 600.000 downloads until now.
People told, what they would like to see in the game and we developed the full version with those features.
Then we released the full version and dang. It was there.
Of course, we told people that we will release a full version soon, so they were waiting and looking for it every day. We have put advertising about the full version into the free version telling the coming features.
We have sales data only from the first 1-2 hours yet, because it was released in the night and yesterday's full data is not yet in itunes connect, but in the first hours 2390 downloads and €1200 net revenue was generated.
Edit:
Yesterdays sales:
revenue: €5,920.57
downloads: 11,711
Last edited by Hunnenkoenig; 03-03-2010 at 06:01 AM.
No, I thought, maybe somebody is interested, how we did it, what sales numbers we have, how people rating it etc. That's why I posted it in the appstore forum
I don't think that's how people read your post....however now we know :-) then yes this kind of information would be very beneficial to the community.
awesome
since this is the first day and the top position is based on 3 day sales, expect it to climb even higher in the top list during the next 2 days.
Rudy it is pure luck :-)
I would advice, go on. Forget tangled and make a new game.
We have 2 games making money out of the 8 or so... I don't even count them anymore :-P
I was planning to start a new game last summer... but then I got with a publisher and things were looking bright for Tangled, I've been coding different ideas etc and they were working on music and graphics for me. But all of a sudden close to our release time frame they went under . I decided to take the code I created and get new graphics done by a graphic artist (everything in the current version was done by me...and I'm not graphic artist :P) and got some music... Right now I'm just waiting for the graphic artist to finish up and create a bit more code for some custom animations etc and I'll release the update on the appstore....
Then I'm up to a new project I've had an idea since about April of last year that I want to work on, should be pretty fun.
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Impressive.. it's always good to hear a success story..
I see you are using OpenFeint, you think it helped?
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Impressive.. it's always good to hear a success story..
I see you are using OpenFeint, you think it helped?
I don't know if it helped, but it is not the main reason of the success for sure.
We think, online high score is mandatory for a game today, no matter what kind of game it is. It is always a competition, if you collect scores in a game and tell me a game, where there is no score :-)
Open Feint and Agon are cool things because of cross promotion and many many other aspects. We use both. Open Feint has a bigger userbase and I strongly believe that people like if they have Open Feint in their games, but I don't believe, that it's a decision maker for buying. I mean, I don't think that people would buy any game just because it has open feint in it regardless of the content.
If there were two games, exactly the same, one with and the other without online high score, I personally would rather buy the one with online high score for sure.
Last edited by Hunnenkoenig; 03-04-2010 at 02:30 PM.
Did you notice if you were featured by Apple or some major site reviewed your app? Or the free app before?
__________________ Game Pack - All-in-1 Game Pack Shinro - A combination of Minesweeper and Sudoku Nibbles - Remake of a classic snake game Hooptie Browser - Humorous web filter
Did you notice if you were featured by Apple or some major site reviewed your app? Or the free app before?
We were never featured.
There were a few reviews by smaller sites for the free version, but the big sites didn't even answer, or they wanted insane ammounts of money for advertisement. I can't really remember that the free game were covered by bigger sites in any way.
As I said, we had self advertisement in the free game. We believe, that was the most helpful thing to make people waiting for the full version.
If you look at the reviews, you will see, many of them write, how eager they already waited for it.
We normally post our apps only on the touch arcade forum and on Promo Dispenser.
Last edited by Hunnenkoenig; 03-04-2010 at 03:04 PM.