Sorry, I meant 3,900 sales to break even. That is, if you haven't hired/payed part time a designer or whatever.
On Fri, Mar 20, 2009 at 11:10 PM, Stoyan Damov <[email protected]> wrote: > If your app is great and useful, people would buy it at almost *any* price. > > Devs, what the hell's wrong with you? $1 app? If it doesn't simply > fart it can't possibly be $1 unless you suspect thousands and > thousands of sales. Think about it, if you've developed the app in 1 > month, and you are "paying" yourself $3K, this means that you'll have > to reach 1,300 sales before you break even (before taxes!). > > Given that a FEW apps so far have jumped over 1K sales... I'd price > any productivity app anywhere *above* $4, and a game at $5+ but that's > just me. Hell, a McDonald's cheeseburger is > $1 and will only satisfy > your hunger once, tomorrow you'll have to get another one, while the > app is still owned and used by the user. > > Whatever. > > Cheers > > On Fri, Mar 20, 2009 at 6:22 PM, [email protected] > <[email protected]> wrote: >> >> I know different apps have different levels of functionality etc. but >> clearly some pricepoints do not sell - with the exception of aHome, >> not many things to sell at say $5+. >> >> So I would consider either $1 or $2 (or UK equivalents) as the most >> popular price points. >> >> But which is best for maximising revenue? >> >> >> > --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
