I checked sales for my app yesterday and we had literally 1 sale (thankyou whoever you are!)
Does this mean the app is lost in the mire forever?
Don't get me wrong I never kidded myself into thinking I had the best iPhone game on the App Store!......but I still believe its better than 90% of the games I come across on the App Store.
Everyone who plays it tell me they think its quite addictive.....But with a single sale it makes me wonder if the app is doomed!
Has anyone got to this point......but then miracoulously managed to re-boost sales to reasonable numbers?
I know the Tangled guy switched from Paid to Free and got a big jump in downloads, but not sure if this would happen to our game as it's only been avaialbe on the app store for 2 months, so not sure if its had time to get established to the point where it triggers loads of websites into suggesting getting it while its free.
Any suggestions? Paid advertising maybe?
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I guess when you are developing you need to keep some things in mind.
For me its like. How will the person find my game? Will it be because its in top 25 or will my customers find my thru keyword search or word of mouth or what ever...
And yes you could get a giant boost in sales if you made it free.. My app was getting around 3 a day and when i made it free it went closer to the top of the charts with like 50,000 downloads/day (not great i know i know) with In app purchases i was able to increase iap sales to 30-60 a day...
I guess when you are developing you need to keep some things in mind.
For me its like. How will the person find my game? Will it be because its in top 25 or will my customers find my thru keyword search or word of mouth or what ever...
And yes you could get a giant boost in sales if you made it free.. My app was getting around 3 a day and when i made it free it went closer to the top of the charts with like 50,000 downloads/day (not great i know i know) with In app purchases i was able to increase iap sales to 30-60 a day...
So how do you think things went since then, be fascinated to know as I'm at that dilemma right now?
First thing is to get a PRMac press release out, if you haven't yet.
Then use that to contact review sites. If you cant get any for free, maybe buy on or two cheap ones. Forget about the impact you make, they may only be good to get a score/quote for your iTunes page.
From my experience, forget about buying banners, in game ads or even print ads.
From a customer's point of view:
I have dozens (hundrets) of free apps that look like the same quality, some worse, some better. I have them on backlog and sure wont pay money for any app that doesn't look killer.
What you can do about that? Dunno. Get the word out. Make the next app and make this free (for a day first). Make a free version with current content and add a lot more content for paid version (story mode, gas station manager).
Make the next app and make this free (for a day first). Make a free version with current content and add a lot more content for paid version (story mode, gas station manager).
Many thanks for your insight kukulcan, interesting points..
Have you any experience on the possible benefits of the 1 day free experience. Apart from the possible exposure, how does this reflect your appstore status?
I am also wondering what happens to your app once you retrun to the paid version? How do you re-enter the charts, I assuming you do not go back into the recent releases?
I always here that online advertising is essentially and waste of time and money and certaing not a good ROI, however, this does leave little other options of promotion, so I guess the is the nature of the beast.
Have you any experience on the possible benefits of the 1 day free experience. Apart from the possible exposure, how does this reflect your appstore status?
I am also wondering what happens to your app once you retrun to the paid version? How do you re-enter the charts, I assuming you do not go back into the recent releases?
I havent done it myself, but the general experiences seem to be positive.
As you said it is all about exposure and with 1 sale/day you shoulnt be to concerned how you get back on the paid charts
The common fear is "when I make it free for a day all people will get it and I can never make money with it" but it isn't that way. If the app is good word will spread because many will get it, play it and may post "surprisingly good, would have even paid for it".
So the decision you need to make is:
"Abandon" this game and do the next or support and update this until sales surge. Both are valid approaches. Doing another quality app will help the sales of this one of course.
Expect no miracles, without huge production or markting budgets this will be an uphill climb.
No worries, I have hijacked this really, but thought it was the same principle... I have got a couple of reviews coming so I guess it would be best to wait for those, thanks again, really helpful
Once more question though, would you think it would be best to make this free over a weekend, Saturday / Sunday or would like make little difference.
I would make it free on a Thursday. That way it has a chance to get traction and get in the charts as the weekend begins, which should lead to more downloads.
Thanks for excellent discussion. I like your quote.
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So how do you think things went since then, be fascinated to know as I'm at that dilemma right now?
Be much appreciated.. Cheers
from 3 a day when it was on paid to around $100 on ads alone.. i forgot to turn on in-apps so in-apps doesnt work but if it was it would be $100 + in-apps revenue.. DAYME IM MISSING OUT ON ALOT OF potential sales here its making me more sad than happy.