On 8/20/2012 5:34 PM, Nathan wrote:
Everbadge and Tapjoy require  READ_PHONE_STATE to be added to your
> paid app. User will hate, despise, and persecute you mercilessly if
> you add that permission to your paid app. Just speaking from
> experience. As a result, I dropped Everbadge and never got around to
> TapJoy.

Hmmm...when I released on Android, I added READ_PHONE_STATE to my paid app on day 0, so that I could have the game fall back on being ad-supported if it detected it was pirated. Never got a complaint about that -- but then again, didn't sell more than a thousand or so, so maybe I didn't hit that critical threshold where the complainers make a lot of noise.

ApBrain only allows free apps,  and pay per install was 0.32 or so to
> get much action. Based on Analytics, I was spending a bit more than I
> was getting, but I might be able to even that out.
...
One seminar at AnDevCon  suggested that paid advertising was a
> potential goldmine for developers if done right.

If you can make nearly 0.32 per free user, then yes, you can make money with ads. I think that's the key; getting your return per user up high enough that you can successfully pay to acquire them. My game...not so much. I have ideas as to how I could potentially improve it, but I made a conscious choice to move forward and apply those ideas to the next game rather than try to retrofit them.

Tim

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