Google isn't exactly short on blame when it comes to problems in the current
billing system. Things like;

- Being forced to list prices only in your local currency forcing consumers
to do foreign exchange conversions in their head.
- Problems with using the most popular UK debit card for the purchase of US
apps.
- $3 fine on chargebacks even if the developer wasn't asked to refund the
cost.

Are all of Googles own creating. The thing to remember is that they've
selected, implemented, and rolled out the current billing system to
consumers (remember Market no longer carries the Beta tag), so they have to
stand up and take responsibility for what they've given us.

Al.

---

* Written an Android App? - List it at http://andappstore.com/ *

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152-160 City Road, London,  EC1V 2NX, UK. 

The views expressed in this email are those of the author and not 
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subsidiaries. 


-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of BikingBill
Sent: 24 April 2009 08:08
To: Android Discuss
Subject: [android-discuss] Re: HUFFPO: Mountain View, We Have A Problem ...
Google's Android Phone Disappoints Developers.


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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