Archive for November, 2008

Wonderful post

Monday, November 17th, 2008

A wonderful post showed up on toucharcade.com forum discussion about marketing that basically confirms everything myself and everyone on IRC has been speculating about or trying to prove.

Little White Bear Studios
http://www.littlewhitebearstudios.com  )

Says…

Okay, in the interest of providing some real data for this discussion, here’s what I know from being on the App Store for 3.5 months:

1.  Lite versions work, but only if you have a decent app in the first place.  More eyeballs, no matter what.  But it only translates into sales if they like it.  Every single time I’ve updated my Lite version, I see 100-200 more paid downloads per day, for the duration the Lite version is visible.

2.  There are more paid downloads happening now than three months ago.  The number of downloads you get at #30 today is approximately the same as what you got at #15 back then.

3.  No surprise to anyone, lower prices mean more sales.  But only if you are visible in the first place.

4.  You can make a good chunk of change if you stay in the top 100 games list, no matter what your price is.

5.  You will make a lot more if you are in the top 100 apps list.

6.  You make considerably more if you are in the top 50 apps list.

7.  Weekend sales are a lot bigger than weekday sales, by about 30-40%, if you’re in a list.

8.  This month, the #50 app sells around 400-500 copies per day, in the U.S.

9.  Eyeballs are directly related to sales, and are worth more than any sort of advertising, reviews, etc.

10.  Being featured is like being handed a sack of gold.  People will automatically love you, for about a week.  After that, it’s your job to spread the love.

Mouse House Sale Figures

Wednesday, November 5th, 2008

Why post them publicly?
Because there is a lack of real iPhone app sales data on the net.

10/28/2008 - Units  1 - Price $7.99 - Gross $7.99   - Profit $5.60
- Only on sale for 1 hour
10/29/2008 - Units 34 - Price $7.99 - Gross $271.66 - Profit $190.4
10/30/2008 - Units 27 - Price $7.99 - Gross $215.73 - Profit $151.2
10/31/2008 - Units 31 - Price $7.99 - Gross $247.69 - Profit $173.6
11/01/2008 - Units  8 - Price $7.99 - Gross $63.92  - Profit $44.8
- Slow down after US Holiday? , Oddly none US sales were cut by 90% also
- Fell off Touch Arcade New release List.
11/02/2008 - Units  6 - Price $7.99 - Gross $47.94  - Profit $33.6
- Sales dropped more on Sunday…
11/03/2008 - Units  10 - Price $4.99 - Gross $49.9  - Profit $35.0
- Started a Sale made 2$ more…. or maybe its Monday ;)
- Still we are holding steady at about 50$ a day in gross sales.
11/04/2008 - Units  7 - Price $4.99 - Gross $34.93  - Profit $24.5
11/05/2008 - Units  9 - Price $3.99 - Gross $35.91  - Profit $26.1
- On the Plus side lower prices are generating more non US sales.
Which is something I have been wondering about.
Either way tho our sales data is so low its hard to even guess if price is really having any effect.
11/06/2008 - Units  29 - Price $2.99 - Gross $86.71  - Profit $60.9
- Soooo sales up X3 at $2.99… did we hit some magic impulse by price world wide?
- Stay tuned as we check out sales at $1.99
11/07/2008 - Units  33 - Price $1.99 - Gross $65.67  - Profit $46.2
- Unit count up more… Profits down… but higher Unit count could in theory
get Mouse House on some sales charts.
11/08/2008 - Units  26 - Price $1.99 - Gross $51.74  - Profit $36.4
11/09/2008 - Units  12 - Price $1.99 - Gross $23.88  - Profit $16.8
—————- Units  25 - Price $.99 - Gross $24.75  - Profit $17.32
11/10/2008 - Units  56 - Price $.99 - Gross $55.44  - Profit $38.80
11/11/2008 - Units  23 - Price $.99 - Gross $22.77  - Profit $15.96
11/12/2008 - Units  14 - Price $.99 - Gross $13.86  - Profit $9.07
11/13/2008 - Units  3 - Price $2.99 - Gross $8.97  - Profit $6.03
- Raised the price back up and sales fell through the floor.
- Will see if this lasts or if it evens out.
11/14/2008 - Units  7 - Price $2.99 - Gross $20.93  - Profit $14.07
- Profits up a bit… I swear we are just getting sales off of new eyeballs and not just people
who have been watching for price drops. I kind of figured it might go back up and stabilize a bit.
Any how interestingly with the price hike the last 2 days we are really only selling to the US now.
11/15/2008 - Units  4 - Price $2.99 - Gross $11.96  - Profit $8.4
- Ok next experiment time…now that we raised the price and sales are LOW… lets lower it 1$ and see if I can get back up on all the OMG this game lowered its price charts. Yes this is called gaming the system.
- Well I am thinking that with out eye balls we will always sell a small amount at any price and that .99 vs 2.99 really does not make a difference at all. Only Eyeballs do.
11/16/2008 - Units  3 - Price $1.99 - Gross $5.97  - Profit $4.2
- Units  3 - Price $2.99 - Gross $8.97  - Profit $6.3
11/17/2008 - Units  5 - Price $1.99 - Gross $9.95  - Profit $7.0
11/18/2008 - Units  5 - Price $1.99 - Gross $9.95  - Profit $7.0
11/19/2008 - Units  4 - Price $4.99 - Gross $19.96  - Profit $14.0
11/20/2008 - Units  3 - Price $4.99 - Gross $14.95  - Profit $10.5
11/21/2008 - Units  5 - Price $4.99 - Gross $24.95  - Profit $17.5
11/22/2008 - Units  2 - Price $4.99 - Gross $9.98  - Profit $7.0
11/23/2008 - Units  4 - Price $4.99 - Gross $19.96  - Profit $14.0
11/24/2008 - Units  3 - Price $4.99 - Gross $14.95  - Profit $10.5
- Sales about the same at 4.99 vs 1.99 we just make more money slow and steady.

Notes:
We made it to#46 on the NZ sales charts… this is funny since it only took 3 sales.
This week we start actively promoting Mouse House and maybe play with pricing or a sale and see if that has any kind of dramatic effect on sales numbers. Im not convinced that the price of all games quickly heading towards zero will be vert good for the iphone economy in the long run. Im also not sure if there is magic price point… say 4.99 or if the most important thing is just getting on the top 100 list :(   which is also a bad thing long term if the only things that sell well are hit products priced dirt cheap.Also you can find additional sales data for the first few months the store was open over at http://blog.fieryferret.com/Also I have to say its my feeling after seeing the above PDF etc that a good game can make a steady 50-100$ a day even not being on the top 100 list.

Threading Vs Timers for Game loops on iPhone

Monday, November 3rd, 2008

I was able to move my main game loop from a fast NSTimer to a thread.
Last time I tried this was in April, at the time threading with GLES seemed horribly broken.

Any how changing this 1 features gave me like a 10 FPS speed up when no input was being processed.