how many active install should a free game reach to be listed somewhere? Guess if you don't know.
On 6 Ott, 03:46, Tim Mensch <[email protected]> wrote: > 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.
