Heisting the App Store: 500,000 Paid Downloads in 1 Week
taptaptap.com
taptaptap.com
Congrats, guys!
I mean, those are all reasonably nice puzzles and should be easily worth a $1 download just as is, but that seems like a crazy amount of activity for slight variations to common puzzles wrapped up in some pretty gloss.
By dismissing immaculate execution and over a year's worth of work from some of the top game & visual designers in the iPhone industry as "some pretty gloss" you're completely missing why it (and almost every other Tap Tap Tap app) has went #1.
That they went almost 2/3 of the development time before plugging the games in is also an indication that they know exactly where they need to focus to make it such a hit.
I think a few years of desktop linux experience combined with a love of ugly-but-fun 8- and 16-bit console games has just left me in the habit of looking beyond the shiny to identify the crunchy gameplay lurking underneath.
Given that, a $1 game only really has to hold my interest for a day so I'm not that miffed. But the $1 games that I play for weeks are the ones that I really love, unlike this one.
Edit: in their previous blog post they say it was "Nearly two years in the making…", but that still doesn't mean actual development time.
Paid downloads work for the same reason, although usually the star ratings drop quickly once the natural downloads exceed the paid-for ones, so they drop out of the list fast. You still do need a quality app at the end of the day.
(I also wonder how many downloads are driven by some of the unusual uses of the iPhone hardware that I think people would talk about to friends.)
Way to spoil what many (including taptaptap in this post) want to keep under wrap. :)
But I would be very surprised if many downloads were for that. For one thing, it's not discussed much and the other thing is that it's a tiny part of the game. (to which I actually didn't pay more attention than that actually)
Looks like they already had a lot of customers.
However, as always, it didn't happen overnight and their audience is not the only reason to their success: one thing to learn is that everything they do is highly polished and well designed. They simply do great work. Working on that brings results (personal satisfaction if anything) without an audience.
As evidence of that the success of Tiny Wings in the App Store.
iPhone app = $2 iPad app = $10 (5x) OS X app = $25
It gets out of hand.
All the theatre of an Apple product launch. Well done.