Postmortem of a commercial failure: My first Android Game App
irrlicht3d.org
irrlicht3d.org
Now I've downloaded your game and played it. Here are my thoughts:
- It blares music at you as soon as you run it. Bad first impression.
- No tutorial, no introduction, no obvious help function.
- There's a slowly descending purple-and-black background and a lot of green rain. Oh, look, there are some flyspecks at the top of columns of rain. I put my finger on the screen, and a new column of rain starts falling upward. Oh! It's a shooter, and if I'm shooting up, then the rain must be... whoops, I'm dead.
Flyspecks? Yeah, it looks like you don't bother detecting screen density and changing the graphics accordingly. I can't see anything interesting on a 300dpi screen.
There's nothing to suggest that the gameplay is innovative, or surprising. Does it get better later? Or even different?
I do not say this to bash the game. I have a list of android apps I hope to program, and a side-scroller is halfway down that list. At the top of that list is a tip calculator. It would be foolish to charge 10 cents for a tip calculator. I would be even more foolish to draw broad conclusions from the very small number of sales. But the most foolish thing I could do is call it quits before I get to the apps in my list that don't exist in the market in a dozen variations.
(1) http://youtu.be/EGNSdcy-apU?t=2m30s
(2) https://play.google.com/store/apps/details?id=com.dotemu.rty...
You should give it a try with a real promotional effort, bigger objects (I can barely distinguish enemies on my screen (KDDI pantech is06 for info)), and an ad-supported model. Even though this may not be the next angry birds, you can definitely get away with more than 16euro if you promote your game correctly.
What I'm missing in this article is the part where he published the same game on a different app store and made good money.
Without that part, the complaint is not very convincing. There are many reasons why a product can be a commercial failure. Most products are.
Show the user a dialog after 3 days of use (I additionally make sure that the app has been opened at least 5 times) asking him or her to review your app on google play if he enjoyed using it and you will upgrade his app to the pro version for free.
You can't check if the user actually reviewed your app, or if the user gave it a good or a bad review, but I had good experiences with that. That's a simple mechanic that will get you some nice reviews, because a user that regularly uses your app after 3 days probably wont hate your app. :-)
You can easily compare the result of this by checking this link to my app:
https://play.google.com/store/apps/details?id=com.flipster
We are both in the same category of downloads (between 1k and 5k - I currently have 1,7k downloads) and its 47 reviews vs 8.
Given the ease at which you can post information on the internet these days, this should be a no-brainer for any modern developer.
I have one two day app where the adverts are only shown in the option menu and with enough pre-padding and active padding that an accidental click is impossible. A user almost has to search for the advert and I'm still getting good numbers and a good CTR of over 2%.
Ads shouldn't be displayed during gameplay also. Ads should be reserved for title pages and options menus.
As a proto-counterexample, Angry Birds ad placement is such that it gets in the way of playing the game. I'm wondering what psychobabble has prevented them from providing a simple paid version.
Another common tactic is to force-insert an ad at the top and shift all content down. Not only is it poor programming, but it is a con to get accidental clicks. The end result is the user is annoyed and you have a bad review heading your way.
I miss some notes on marketing in the article.
I suggest:
1. Use this as a learning experience for how the Google Play store works.
2. Find an artist to work with (this looks like programmer art).
3. Develop a game that innovates on the genre you wish to work in.
4. Try again, and keep trying.