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Old 03-02-2010, 05:46 PM   #1 (permalink)
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Default Our Game is Nr1 in Racing, Nr1 in Simulation ... tbc

Nr 2 in overall paid apps, Nr 2 in top paid games

It was released march 1. 2010. (I edited february to march. I confused the months)
These are US numbers of course :-)

Alpine Crawler World for iPhone, iPod touch, and iPad on the iTunes App Store

Total Profit: € 7,135.23
Total Downloads: 14,101

United States: € 5,485.00 / 10,644
Germany: € 508.32 / 1,059
Canada: € 386.64 / 780
United Kingdom: € 153.88 / 387
France: € 136.32 / 284
Italy: € 78.24 / 163
Austria: € 70.56 / 147
Norway: € 66.72 / 139
Australia: € 41.37 / 82
Switzerland: € 38.88 / 81
Sweden: € 32.16 / 67
Netherlands: € 18.72 / 39
Colombia: € 17.58 / 34
Japan: € 17.42 / 26
Luxembourg: € 12.00 / 25
Romania: € 8.16 / 17
New Zealand: € 8.07 / 16
Mexico: € 6.21 / 12
Spain: € 5.76 / 12
Finland: € 5.28 / 11

on the first full day (including the 2 hours after release on the previous day)
Country list not including countries with lower downloads than 10

Last edited by Hunnenkoenig; 03-06-2010 at 03:58 AM.
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Old 03-02-2010, 07:40 PM   #2 (permalink)
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Good work. No 23 in NZ.
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Old 03-03-2010, 04:38 AM   #3 (permalink)
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Thanks to you! :-)

To be honest, I was expecting a bit more from this community. Not that I wanted to be celebrated or something, but anything like a feedback.

Whatever...
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Old 03-03-2010, 05:09 AM   #4 (permalink)
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Just took a look at the screenshots.
Pretty impressive game i must say! Congrats!

btw, how long it take to develop?
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Old 03-03-2010, 05:09 AM   #5 (permalink)
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Quote:
Originally Posted by Hunnenkoenig View Post
Thanks to you! :-)

To be honest, I was expecting a bit more from this community. Not that I wanted to be celebrated or something, but anything like a feedback.

Whatever...
What did you want? A pat on the back? So here you go "well done".

But you don't need us to say this. You KNOW you have done a great job and that's all that matters.
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Old 03-03-2010, 05:23 AM   #6 (permalink)
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Quote:
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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 View Post
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.

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Old 03-03-2010, 05:41 AM   #7 (permalink)
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grats
looks really nice

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?
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Old 03-03-2010, 05:54 AM   #8 (permalink)
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Quote:
Originally Posted by Tambourin View Post
grats
looks really nice

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.
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Old 03-03-2010, 06:03 AM   #9 (permalink)
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Quote:
Originally Posted by Hunnenkoenig View Post
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.

Anyway well done (sincerely).

M.
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Old 03-03-2010, 06:08 AM   #10 (permalink)
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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.
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Old 03-03-2010, 06:19 AM   #11 (permalink)
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Quote:
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I don't think that's how people read your post....however now we know :-)
I thought, I throw the ball into the air and wait for questions :-)
Maybe it was misunderstood and wieved as pranking or showing off :-)

Last edited by Hunnenkoenig; 03-03-2010 at 07:57 AM.
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Old 03-03-2010, 06:44 AM   #12 (permalink)
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Wow...good job, now if only people cared about my game that much :P
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Old 03-03-2010, 06:50 AM   #13 (permalink)
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Rudy it is pure luck :-)
It was not planned or so.

I think, physics games will always have a better standing, than puzzle games, even if it is as intelligent as yours :-)

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
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Old 03-03-2010, 07:15 AM   #14 (permalink)
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Quote:
Originally Posted by Hunnenkoenig View Post
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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Old 03-03-2010, 07:17 AM   #15 (permalink)
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Quote:
Originally Posted by Hunnenkoenig View Post
Rudy it is pure luck :-)
It was not planned or so.

I think, physics games will always have a better standing, than puzzle games, even if it is as intelligent as yours :-)

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


Congratulations, perfect numbers of sales...
Also, thank you for sharing this info...
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Old 03-04-2010, 01:55 PM   #16 (permalink)
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Number 3 overall.
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Old 03-04-2010, 02:03 PM   #17 (permalink)
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Yep :-)

Yesterday we had 16,689 downloads :-)
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Old 03-04-2010, 02:03 PM   #18 (permalink)
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What are your downloads per day like?
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Old 03-04-2010, 02:04 PM   #19 (permalink)
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sorry, you just answered that!
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Old 03-04-2010, 02:06 PM   #20 (permalink)
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Okay wait.. how many of those downloads were for free vs paid?
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Old 03-04-2010, 02:12 PM   #21 (permalink)
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Quote:
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Okay wait.. how many of those downloads were for free vs paid?
They are all paid.

Read the OP too :-)

We gave out all 50 promo codes in the first hour after release.
It was released on the 1st of march
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Old 03-04-2010, 02:17 PM   #22 (permalink)
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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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Old 03-04-2010, 02:26 PM   #23 (permalink)
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Quote:
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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.

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Old 03-04-2010, 02:44 PM   #24 (permalink)
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Thanks for the insight.

Did you notice if you were featured by Apple or some major site reviewed your app? Or the free app before?
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Old 03-04-2010, 03:01 PM   #25 (permalink)
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Quote:
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Thanks for the insight.

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.

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