On 10/5/2011 5:14 PM, keyeslabs wrote: > I think the number one thing to shoot for is "active installs". Ratings > matter, for sure, but keeping your active installs up at a high level seems > to be very heavily weighted. Look for ways to incentivise your users to leave > your app on their phone, and even better, to use it regularly. For example, > bundle a cool widget or possibly an active background as part of your app > (this also gets you listed in multiple categories on the market).
Either a widget or an active background is somewhat risky if you're a game, since games tend to be big, and so you want to be able to allow users to put the game onto SD -- and if your users ever unmount their SD card, then you've got a support hassle to deal with. :( If anyone has experience adding a widget or active background in an app with a large footprint (10Mb-20Mb+), please let me know, since I'd love to go that direction if I wasn't worried about users getting their phone into a bad state (if the SD has a widget or live wallpaper and you remove it or mount it to a PC over USB when, then you have to power cycle the phone to get the widget or live wallpaper to work again, at least pre-2.3? or maybe 3.0?). Tim -- 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.
