Your AppStore paid apps experience

Discussion and feedback on Construct 2

Post » Thu Oct 03, 2013 5:28 am

before spending money (setup company + buy Mac Mini + buy iPad 3 + buy AppStore dev account) I would like to know what are experiences of professional C2 devs on iOS:

For example:
- what is your experience with putting apps on AppStore?
- what is your average daily no. of sold apps?
- do you use Ejecta or CocoonJS? [and if any troubles]

and so on
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Post » Thu Oct 03, 2013 6:58 am

I make between 2-500 dollars per month with 3 99 cent kids apps/games.

All three games probably average 5 sales a day.

2 are done with phonegap, one with cocoon.

No in app purchases at all.

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Post » Thu Oct 03, 2013 7:12 am

I think it would be tops if someone would handle the application process for people for a fee. It's really such a hassle, I know appMobi used to offer a similar service for $100. Maybe @ArcadEd would be interested?
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Post » Thu Oct 03, 2013 7:22 am

Thats very good @Arcade .

Is it 2-500 dollars or 200-500 dollars ?

Mind sharing the links to your games ? How much time did you spend to develop your games ?

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Post » Thu Oct 03, 2013 7:42 am

better no app names :) There was one developer, Kreci, who was doing 2500$+ monthly on Android "Cracked screen" and "X-Ray" apps (1,000,000+ downloads) but then lots of people (blog readers) just copy/paste instead of doing their own appsszymek2013-10-03 07:43:06
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Post » Thu Oct 03, 2013 1:07 pm

@ArcadEd

Have you invested anything in promoting your apps or did you just publish them hoped for the best?
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Post » Thu Oct 03, 2013 3:07 pm

I invested time in App store seo. Picking out the right keywords, etc.

Other than that I just let them fly. Every once in a while I change them to free to get a batch of downloads and some reviews. Sometimes sites will pick them up for "Free app Fridays" or something.

@tumira that's 200-500 a month.
Here is a link to one that is usually .99 but I am running for free until Saturday. https://itunes.apple.com/us/app/word-search-for-kids-2-perfect/id693620862?ls=1&mt=8 You can see the other games if you scroll down and see "other games by this developer" Everything was done in C2.

The latest game (word search for kids 2) I spent 200 dollars on hiring an artist for the graphics, then rest was a bit of time reworking the original word search for kids.

What are you asking for the application process?
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Post » Thu Oct 03, 2013 4:56 pm

@ArcadED - I'm not exactly sure what the process is, but if you could state what accounts one needs to create, then they just give you the package from cocoon or whatever they use along with appStore descriptions, then you use their account with a temporary password to submit the game. Then notify them when/if it's approved and they can change their password back to something else and everyone's happy.

You could work out some additional details maybe, like if $10 per test on a device, fee for successful application, reduced fee for failed etc. Since I haven't been through it before I don't know the specifics, but I haven't been through it because it's such a massive pain compared to Android.
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Post » Thu Oct 03, 2013 5:26 pm

Problem is, Apple makes doing that a complete nightmare. I wouldn't even begin to know how to get others credentials and provisioning profiles onto my mac to publish for them. It was such a pain in the butt when I did it for just myself, and now that I have it all setup and configured, I would be scared to mess with it :).

I do understand the frustration though, but if you plan on creating games of iOS, then I think it's better to work though it and get yourself all setup. Took me a few days with lots of google searches, but in the end it was worth it. I went the cheapest route I could.

1. Mac Mini $599(Applied for an apple Barclaycard Credit Card when I purchase it and got 0 percent for a year). Paid it off in 6 months.

2. Ipod Touch 8gb from Ebay $100

3. Dev Account from Apple $99 per year.

4. Account on Appcod.es for keyword SEO. $14.95 a month.

It's a bit of investment, but it all paid for itself rather quickly.
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Post » Thu Oct 03, 2013 5:41 pm

@ArcadEd - Okay, thanks for the info, but it's all a bit much mucking around for me ^^ Plus I'm not very computer literate, all my games work has been QA and design and I have never even touched a mac. So I fear I would outlay that $800-odd and get stuck on some technical aspect I'm not able to deal with. Even the Android process took me a while to get used to.

Thanks again anyway, and if anyone else happens by this who could help, I think you would get a decent number of takers over time.
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