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Profitable but poor, am I doing it right?

39 pointsby shaunfsalmost 15 years ago
I have recently released an iPhone app product that I am really proud of. So far it's been out for about 5 weeks and has consistently sold 5-10 units per day with no marketing behind it. I was wondering if this is a normal start or subpar for other iPhone app developers? It's generating income, although $15 a day obviously isn't going to retire me anytime soon. I plan on releasing some additional products soon but I wanted to ask some other developers their opinion.<p>Does advertising your iPhone app work on mass-market websites or is it better to advertise on other iPhone apps? Any additional marketing methods that you would recommend?<p>Did you find your app orders increased naturally over time as word-of-mouth spread or did it plateau and require marketing efforts on your part to increase order volume?

13 comments

aaronbrethorstalmost 15 years ago
Try sending promo codes to people who work at: TSR (or WOTC or whatever it's part of these days); Steve Jackson Games; Palladium (or whomever owns it now).<p>If Dragon Magazine is still around, send them a few promo codes too. Get involved in D+D discussion forums and (politely) plug your app.<p>Maybe $1.99 is too high. Maybe not. I can't really judge that. I can tell you, though—from experience as a developer and consumer of iPhone apps—that $0.99 is much more of an impulse purchase than $1.99 is.<p>Heck, maybe you can mark the app as "ON SALE! $0.99 for two weeks only! And use that as part of your pitch to the aforementioned companies, magazines and web forums."
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alain94040almost 15 years ago
$15/day is not <i>profitability</i>. It's gross revenue. You incurred costs to develop the app (time).<p>That being said, it's a good start. Now spend a few hours promoting your app to review sites and other places. That won't hurt. Note how I didn't say <i>advertise</i>.
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einarvollsetalmost 15 years ago
Some thoughts:<p>1. You don't have enough reviews. Your app store search rankings will improve once an actual rating is computed. Give away some apps, or even make it free for a few days. Note that free apps == crap ratings however..<p>2. The name: Was "dice roller" or "Die roller" taken? With the way the app store search works, the easiest way to get traffic is to have a name that has a high natural search volume. Basically, high search volume on google == high search volume on the app store (in my experience 1/10th-1/20th).<p>3. Do a free version supported by iAds. The CPM there is still high, I'm seeing $10-$20CPM, and with 5-10 units per day at $1.99, you should be looking at 2-300 units for a free version easily. Might also increase sales of full version.
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patio11almost 15 years ago
Have a sale on me for good design and geekery.<p>There are a few RPG based startups here. Consider tapping (pun absolutely intended) their audiences for reviews. RPG sites have ungodly poor monetization, so you should be able to get nice ad deals with them. They get it because gamers are poor, which bodes ill for you, but still...<p>SEO prints free money, in this and other niches. You should rank for iPad/iPhone dice roll within a week or two of trying for it. Might as well, right?<p>Get email addresses of prospects if you are staying in this niche! Next time you launch app, hit list with a blast email. App store dynamics are very sensitive to early momentum.<p>If you want to get better compensated for your time, I suggest making things for people who have money and enjoy spending it. Middle aged women in suburbia, for example.
brianimmelalmost 15 years ago
Sorry no wisdom here, but looks really polished, great design.<p>I even like the nod to the low AT&#38;T signal bars. :)
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Rickasaurusalmost 15 years ago
It looks pretty but there's already a bunch of dice rolling apps out there. Saved formulas does look cool though.<p>It might be worth it to take out an ad in a D&#38;D mag or a site with high traffic.
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AmitinLAalmost 15 years ago
So one of the major cake mix companies spent millions of dollars developing a no-mix no-stir cake mix product that, though a great product, ended up being a terrible failure largely because buyers of the mix felt like they weren't doing enough work.<p>Even though this may be an apocryphal story (I can't find a link on Google), I think it illustrates an important point about user experience. As someone who has played tabletop games, physically rolling dice was an integral part of the game because it was, to romanticize it, the closest physical analogue I was going to get to actually slaying that diamond spider. Pulling out an iPhone to roll dice doesn't have that same appeal, and in addition, you are trying to supplant a long-standing ritual that is inextricably associated with tabletop games.<p>This is, of course, merely a possibility to consider. Personally, I would talk to more customers, if you haven't, or even test them out at local gaming nights and see what people are reacting too. See what other products gamers and DMs need -- after all there are over 20 million of them out there for D&#38;D alone according to Wiki, which is a big enough market to make money out of. Maybe DMs would like a way to manage characters or stats, for example. Build a brand out of related, high-quality products in the process.
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d_ralmost 15 years ago
Good luck on your quest!<p>You get 50 promo codes for each version of your app. Share them with everyone! Number of daily downloads for your app affects the ranking (as may other factors). Then, update your app often to get more promo codes.<p>There are forums on MacRumors and TouchArcade where you can post promo codes of your app -- they'll be downloaded very quickly. You can ask people to leave an honest review/stars (although most people don't tend to leave reviews after downloading.) FWIW, on MacRumors you'll need to create an account and log in to see the "Code sharing" forum. (<a href="http://forums.macrumors.com/forumdisplay.php?f=136" rel="nofollow">http://forums.macrumors.com/forumdisplay.php?f=136</a>)<p>To get reviews you should do what aaronbrethorst wrote and make a popup after N launches. The top apps (say, Angry Birds or Doodle Jump) also employ this technique.
arnalmost 15 years ago
Trying to succeed in the App Store is a whole different world in itself.<p>In general advertising is tough for any $1.99 product. For this particular product I'd say it's even tougher. A dice roller is simply not a mass market product. So most of your advertising dollars are going to be wasted on people who don't care.<p>Asking sites for reviews and maybe even finding some D&#38;D-type sites that would be willing to look at it and review it would be your best bet -- and just takes your time.<p>An ad-supported version may help visibility, but don't rely on iAds alone. The fill rates are not high enough. Alternatively, if there's a simple way to make a Lite version without giving away the whole thing, that can also be a way to get increased visibility.
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gte910halmost 15 years ago
You might find the cost <i>is too low</i>.<p>The app store will buy more copies of an app at 4.99 than at 1.99 sometimes.<p>Try a 3.99 price point for a few weeks and see if your sales drop off at all. Make sure you get a weekend in.<p>I suggest something like AppFigures/AppNanny to track the dailies.
iworkforthemalmost 15 years ago
you are making some money from it, so you have to be doing something right. next there are a few options; - develop and grow existing user base. - create more apps. u have to decide which works best for you, i think marketing is over rated. unless i want to create a brand name which i want to keep, it can still pretty profitable focusing on the above 2 options.<p>but if u must market your app, make it worthwhile for your effort. e.g. i would give out coupons or version of my paid apps for users who give me feedback or ideas. it worked really well for me so far. i give something that they want, and if the idea is any good i can create something that solve a problem. that pays really well.
frossiealmost 15 years ago
Do you mind saying what the app is?
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sliverstormalmost 15 years ago
Perhaps (dare I say it) there just aren't enough table-top gamers left? It certainly seemed to be on a steep decline as I exited my teenage years :(
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