You're not the only one. My competitors:

1. cheap ($1.49 - way to go Sean!!!, was $0.99), 4.50+ rating, 1st on
AndroidStats in its kind (breakout), 500-1000 sales, mixed comments
2. mid-price ($3.50, priced in gbp), 4.50+ rating, 2nd on AndroidStats
in its kind, 500-1000 sales, mixed comments

(people know it from all other mobile devices - it's only not ported
on iPhone 3.0 because it's not out)

3. Gameloft, $4.99 (my price, guys, wtf's wrong with you, stop selling
games for $0.99 ;), 4.04 rating, bad comments BUT still 500-1000

^^^ because people know it, it's a hit on iPhone

I'm between 2 and 3, $4.99, 4.6+ rating, 3rd on AndroidStats, 100-500
sales, mostly great comments.

4. Below me is Arkanoid @ $5.99, 4.03 rating, mixed/bad comments, 100-500 sales

Now, my game is less amusing than 2, 3, and 4 but I'm working on it. 4
have done a great job w/ the port and awful work with the scren size.
1 is cheaper than all of us, and is the winner :)

Something else - because it's the 1st game I've ever developed, I
haven't done *any* research whatsoever what's a hit, what's not, what
has 1000 versions, etc., etc. -- lesson learned -- You HAVE to have an
original game/application in order to succeed. Original game, or
extremely useful app. A bonus would be hard to copy by copy cats.
Otherwise, you get lost in the sea of apps/games.

Cheers

On Fri, Mar 20, 2009 at 9:30 PM, BikingBill <[email protected]> wrote:
>
> The Good News:
>
> Our Blackjack Game appears to be the best selling G1 PAID Blackjack
> game, is in the top 40 of paid games, has a 4 and 1/2 Star Rating, and
> less than 1/3 of the downloaders return it.
>
> The Bad News:
>
> One would think, with the far far smaller number of apps in the
> Marketplace as opposed to the Apple App Store that this would mean
> great sales.  Yes, there may only be 1/30th the number of Android
> devices, but there are only around 500 paid and free games (there are
> 1000's on the iPhone).
>
> The problem is, and I could be wrong, that most users have not opted
> into Google Checkout and the store is filled with Free Apps that were
> published before paid apps were available.  My understanding is that
> some free apps have reached 1/4 of a million downloads, but the best
> selling paid app may have had only a few 1000 units sold.  Not a great
> business model.
>
> I don't see a solution in the near term, other than going to a ad-
> supported model.
>
> On Mar 20, 9:39 am, "[email protected]"
> <[email protected]> wrote:
>> sample feedback on android market :
>>  - good app but needs to do {x}
>>  - refunding until app does {y}
>>  - good start but why doesn't it do {z}
>>
>> sample feedback on appstore:
>>  - this is da bomb
>>  - thank you dev
>>  - my life is now complete
>>
>> ok last example slightly exaggarated but you get the idea - surely
>> customers should be grateful that they are getting a lifetime of free
>> updates ...
> >
>

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