I'm the author of the HUFFPO article.  We have 4 paid apps in the
store and one of them is featured on the Android website.

Maybe I didn't make it clear, but I blame T-Mobile and NOT Google for
this situation with Billing.

On Apr 23, 12:38 pm, snctln <[email protected]> wrote:
> My opinion on the article is that it is kinda loaded with an apple
> bias, but it is true that many of us android devs are dissapoitned.
> Not because we thought we could get rich quick but because of the
> overall poor sales, and conversion rates between free downloads and
> paid downloads.
>
> > On Apr 22, 8:28 pm, Jon Colverson <[email protected]> wrote:
> > I just don't want people to see
> > 300/100000 = 0.3% conversion rate and be scared off. My conversion
> > rate for Air Hockey is 2.8%.
>
> I have 5 paid apps up on the market, 3 of them are games, all 3 games
> are featured on the android market website as top paid games, each of
> those 3 have a lite version available (2 of the lite versions are
> featrues on the android market website) and the percentages between
> free downloads and paid downloads are pretty random and overall sad
>
> BreakTheBlocks is my most successful free app with ~190,000 downloads
> I have had only a little bit over 1300 purchases, with many of those
> being refunds... conversion rate = 1300/190000 = 0.68%
> PingPong was my most successful free app before paid downloads were
> released, it now has a total of 160000 free downloads and just over
> 200 purchases... conversion rate = 200/160000 = 0.125%
> WordWrench was never very successful as a free app, but it gained
> popularity as a paid app, it has about 1300 purchases but only 31000
> free downloads... conversion rate = 1300/31000 = 4.19%
>
> As you can see the rates are random, but my most complex game does
> have the highest conversion rate, whereas my simplest game has the
> lowest conversion rate.  Between those apps there have been plenty of
> returns and a lot of pricing changes, but overall seeing that the
> conversion between fee and paid is very very low I have been pretty
> discouraged on developing new games.
>
> I took a few weeks to develop and release some basic 99 cent utility
> apps and was immediately shot down on each one with negative comments.
>
> I am sticking with Android because I think it still has enormous
> potential between cupcake and all of the phones rumored to be released
> this year.  For now the sales are not so great, and the comment system
> is biggest problem if yo uask me (let me respond to comments and
> defend my app or at least provide customer support), but I do think it
> will get better.
>
> snctlnwww.snctln.com
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