My App Downloads and Statistics

The whole purpose of this blog, beside of show case my app’s is to be transparent about my struggles and results of being an full time indie developer.  I’m on my own feet’s since  almost 6 months now and would not be able to live from the income, so far. Actually this month my founding will end and I will have to survive of my savings.
Never than less this will not make me stop. It’s an awesome time with big up’s and down’s which make me feel alive and gaining a lot of experience. Also a lot of awesome people start getting in in contact with me and seek for collaberations. So I’m just starting.

Let’s look at the total period downloads, which are fantastic 1500 Downloads!
Screen Shot 2014-05-21 at 22.57.50

Obviously Sha Cat which I marketed the most is on the top of this list but right below follows Bumpy Ball, which had not marketing at all and was build within 3 days. Which is pretty insightful.

Let’s look about the strong peak points regarding downloads ( excluded The Sha Man, to weak and far off):
Screen Shot 2014-05-21 at 22.57.28
The first hill around 23. April is created by Sha Cat and the one around 10. May by Bumpy Ball.

As you see even without marketing Bumpy ball had a twice time stronger launch effect as Sha Cat.
So I wondered, why?

I figured three things there:
Name -It’s a very catchy Name and it starts with a „B“ and as another designer just told me the „New“ List on iTunes is listed alphabetical. Very big point for future titles.
Time –  Saturday, the weekend day boosts the initial downloads much higher than any week day.
Simplicity – Not only the gameplay but more important the Art is simple. By not making it specific and keeping it more generic it scares less people from downloading it. It becomes a digital „Cheeseburger“.

Firefly – Action Pilot

New week – New Game. This time very arcade and retro. It also supports Game Center for sharing your high-score with other players. Can’t say more have to make more game app’s.

Firefly – Action Pilot
„Destroy as many tanks as you can while avoiding their fire! Get a highscore which you can compare worldwide with other players. Stay sharp in your flight, Pilot!“
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Download it free for your iPhone now:
https://itunes.apple.com/de/app/firefly-action-pilot/id875285931?mt=8

Firefly - Action pilot iphone4  Firefly Menu Action iphone4 Firefly Action Pilot Game iphone4

Good Day! May I introduce: Bumpy Ball

Bumpy ball is my third mobile game title as indie designer/dev. I now walk a much simpler path regarding my game creations. Bumpy Ball was developed within 3 days. The game is completely free for you guys. There is a banner in the game, the plan is with your help to suck the money from the big gaming companies which run these ads. The gameplay is simple and addicting 😛 I’m really happy with the game.

Free Download:
https://itunes.apple.com/de/app/bumpy-ball/id873028348?mt=8

Bumpy Ball 
BouncyAppIcon512
Game summary:
Catch the shiny purple ball! Keep him in the air! Beat your own high scores and compete with other players all over the world.
BumpyBall BumpyBallScore BumpyBallAction

Post Mortem – What’s wrong with my games?

Post Mortem – It did not pay off
I finished two game projects over the last 6 months. For both I worked through nights and tried the best possible  to make them shine. The effort did not pay off at all. Except some flattering words and good critiques, I’m happy that at least some players have played them .

Check out the statistics:
(iTunes only)
Units per month shows the amount of downloads. Consider that „The Sha Man“ was priced and had no marketing.
Sha Cat had intense marketing (unfortunately couldn’t reach the market making big sites). And I invested roughly 300 euro in marketing. Beside that I did obvious marketing fail investments (article coming soon) I conclude my games are just not ready yet, to appeal to the masses.

Payoff
Conclusion – Make it simple make it meaningful
Since I try  to make a living out of it I do now re-orient myself, let’s hope this road is paying off . I will switch to create smaller apps in a much higher frequency instead of investing months into one project and than having a hard time receiving any attention. It’s time to speed up the development process and increase my portfolio variance.

I will create a lot of app’s all of them free using iAD, a Banner service that pays me for player impressions. Which fit’s best for such small games.

Looking forward  ->   (Hidden Future)
I’m actually released from a big pressure to make it artistically appealing.
The more time you invest in a project the more you can feel the pressure rising.
I now focus on simple game mechanics, game app’s I can finish in 3 days up to an absolute maximum of a week.
This will enable me to swim through different waters and test them and maybe discover my niche.

Dave 🙂