On Mon, Feb 23, 2009 at 6:24 PM, Steve Ingram <[email protected]> wrote:
>
> When was your app released?

20 or 21st, I really can't remember.

> What is the price of your app?

$5

> How many have you sold so far?

~30 of which 10 have been charged (the 48 hour period + weekend has expired)
Compare the 30 to the 3100+ downloads of the free version.

> What version of the SDK did you use?

1.1 because my assumption is that most of the users would have
installed it (I don't think anyone could resist an OTA update given
how naggy it is).

> Are you using Copy Protection?

Was using the 1st day, and removed it either the same or next day

Now, I have to say I have at lest 2 competitors, one of which,
according to my G1 is doing a bit better than me in ratings and twice
as better in downloads but he only has a free app (as of today, he's
planning a paid version as well).

Hope that helps.

P.S. If you don't look at the sales, which are surely a funny, if not
pathetic number, even the downloads are surprising. Some 3K downloads
for a free game, and it has very close to 4 rating... I don't know,
perhaps it needs a bit more time... On the other hand, if I was a user
who downloaded the game and it started crashing on me (the infamous
problem after update) I wouldn't check for updates either.

>
> Here are my answers: 2/20/09 | $0.99 | 6 sold, 1 canceled |  1.0_r2  |
> turned Copy Protection off on 2/21
> - Show quoted text -
>
> On Feb 22, 3:12 pm, tspree15 <[email protected]> wrote:
>> Is anyone having a lot of success with the market thus far?
>> I'm seeing about 5% of the "downloads" when compared to my same app on
>> the iTunes app store.
>>
>> I'm wondering if my listing is "poor" or if I'm doing something
>> wrong.  I've only had 11 downloads and 3 returns in the past 48 hrs
>> (my app is $1.49)
>>
>> Thanks
> >
>

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