As Boom Lures App Creators, Tough Part Is Making a Living
nytimes.com
nytimes.com
To be more specific, I've had exactly one 'hit' iOS app. It sold 60,000 copies in late 2008. But I've made my living since early 2010 on iOS (and rails) software consulting and development for other people and through http://www.cocoacontrols.com.
Even some fairly small companies now want their own 'app' in order to seem hip and modern. This could be anything from a spammy push notification thing to a crappy game that has been rebranded.
The purpose of these apps is not to have millions of downloads, but to have enough customers put it on their phones so that it helps them sell X more of Y where X is some number higher than what it cost to produce the app.
(I can only hope I encounter remotely as much success as they once I launch! :) )
Agreed that the real cash here is in contracting. Use appstore apps as exemplars of your work, make your actual $ consulting.
Fully knowing that, at the end of the day, I can't feel proud of that ... unless I also increase the success rate of those miners.
So the moral of this is - don't just sell those picks and axes, but improve and progress the process of finding gold.
You can sell your services to somebody who has better odds of success than you would alone because of finance or other skills experience they have etc.
As I have mentioned elsewhere in the thread, there are a lot of perfectly valid reasons to hire a mobile developer other than "I want to be an appstore millionaire".
Thinking about it only in this way might suggest an over-exposure to HN-think.
I think that might be a sign that this gold rush it's on its last legs. Too many devs got tired of trying, so the question now is how long until the vast infrastructure of app-dev startups starts to crumble due to the old offer>demand imbalance.
Pickaxes sure got a lot cheaper when nobody was looking for gold anymore...
I think there is an unfortunate side to the way the tech media has turned into a machine at pumping out stories about all the big hits in that it gives a very skewed perspective of how rare true sustainable startup success is. That doesn't mean that it isn't worth pursuing but I think doing things like cashing in your 401k is incredibly foolish to be totally honest. I dont blame people for taking big risks being that most big success comes with big risks but make sure you are completely ok with what big risk truly means.
1. Overspending - No need to buy hardware to 'test' if you can't afford to live. 2. Lack of Focus - An app a month sounds nice, but to quote the article, 'decent is not good enough.' Hard to make 12 good apps/year, let alone great apps. Not to mention support said apps.
That said, I'm finding that I have to work harder and harder to keep my apps selling. Used to be that sales were the primary income, now it's ads for all but one app.
Sadly, I don't see it getting anything but worse.
In March, with the apps bringing in only about $20 a day, they
cashed in Mr. Grimes’s 401(k), which yielded $30,000 after taxes
and penalties. They had already spent the severance from his job at Legg Mason.
...
One thing they never scrimped on was technology, especially Apple
technology. At one point they owned a 24-inch iMac, a Mac Mini, a 24-inch
cinema display screen, two 13-inch MacBook Airs, a 15-inch MacBook Pro, two
iPad 2s, two Apple TVs, two iPhone 4s and an iPhone 3GS. “We justify buying
new models by saying we need them to test out the apps,” Mr. Grimes said.
WTF? I've been doing this full time for 2 years now and even I don't have half as much gear.After you take out 2 phones you would have anyway, 2 laptops and maybe an iPad and an Apple TV there isn't that much more.
Now, I assume the new iPhone 5 is so different to the ones before it (screen size) that you have to test for it separately. If I was down $195,000 in a year (or two) and I felt this, I'd buy a new generation iPod touch instead. Or two, if they really can't share the device.
I also look at the picture and I question if they really need 5 computers between them if they only work on the two laptops.
Anyway, my point is not that having X amount of devices (Apple or others) per person is an addiction, if you can afford it, go for it and enjoy yourself. My point is that this couple seem to be struggling financially and cannot stop themselves from buying more devices. I'm trying not to be judgemental, but to me it sounds like an addiction.
Definitely agree about iPod touches & cutting costs, though.
Buying two certainly sounds like an extravagance. A better distribution of devices would be 1 x iPhone 5, 1 x 5th gen iPod Touch, 1 x 4th gen iPod Touch, which would cost about the same as 2 iPhone 5s and also give you a reasonable idea of performance on iPhone 4S (roughly equivalent to 5th gen iPod Touch) and iPhone 4 (equivalent to 4th gen iPod Touch).
That assumes your program is OpenGL- or CPU-heavy. If not, you can probably do fine with whatever you've got, plus the simulator :)
The real lesson here is: time is precious. Don't blow it in large quantities unless there's going to be something a lot more worthwhile than "apps" to show for it.
"Shawn and Stephanie Grimes’s efforts have cost $200,000 in lost income and savings"
When we started FIPLAB, we didn't even buy a single Apple device (other than the iMac I already had for personal use). We used my friend's 1st Gen iPod Touch to test our app on and did everything possible to not waste money without first seeing whether we could make it in this business. 3 years on, and everyone in our team is making a good living doing what they love.
The App Store today is a totally different beast and unless you are very lucky, you won't make it big without a proper strategy that involves at least a few of the following (1. securing press coverage on popular websites/blogs, 2. Having a budget to spend tens of thousands EACH DAY on generating downloads (or a cross promo network to leverage your current userbase), 3. Developing a viral app that quickly propels itself up the starts.
Do you have tips on each of the mentioned points? Details would be very interesting. Also how do you evaluate app ideas for example to come to apps like "Ghost for G+", the "Menu Tab" series and "Ask A Girl"?
When the newest iPhone came out at the end of September,
the couple immediately bought two.
I've worked on iOS apps for 2 years, and still don't own an iPhone (an iPod touch suffices). Why did they have three Macbooks, an iMac, and a Mac mini for only two employees?Putting money into marketing is a difficult question. I feel like it works if you have apps that are already generating money, so that you can use that revenue stream to fund the marketing for your other apps.
But if you are just starting out, you should try the $0 marketing approach of contacting bloggers in your space (in their case, educational app blogs) to see if they'll review your app.
So is selling a kidney, but that doesn't make it a good idea. The wife had a job and quit. The husband appears to have some IT skills that he could have used to bring cash in on the side while looking for that hit game.
Heck, if they both kept working they could have had someone make these games for them for way less than they loss in money and opportunity costs.
I find myself only using apps that satisfy a core set of use-cases: favorite website consumption (HN reader, Reddit is Fun), media consumption, and social media. I play games much less than I thought I would have but I think it is the one subset of apps that will continue to see demand. The apps that list different types of knots...not so much.
If you look at AppStores there are apps with Types of Knots that has in access of Millions of downloads (Which I am sure had pretty good return).
Your analogy is wrong IMO. App boom is similar to Web Boom of Late 90's. Almost everyone says they only visit 1-50 websites a day but there are several 10K's of sites that are profitable.
And there is even a niche inside the Knots niche. The sad truth is people are searching for specific things 'how to tie my tie' not mediocre social media/game/productivity apps.
https://play.google.com/store/apps/details?id=com.artelplus....
"INSTALLS: 5,000,000 - 10,000,000
Ratings: 1/2
(114,872)"
A PC app with a list of knot types is not especially useful if you can't take it on your boat with you.
However I also see the app as a advertising for my consultation business and plan to use it to cross promote my next kids app[2], so it's hard to figure out the real cost/benefit structure.
[1] Animal Puzzle - http://itunes.apple.com/us/app/kids-animal-puzzle/id54051213...
[2] ToddlerTube - http://news.ycombinator.com/item?id=4504690
If you don't mind unsolicited advice (and I've only seen your screenshots):
a. How about releasing a paid version of your app with everything enabled but no IAP? If nothing else, you'll come up in the new releases chart again.
b. I'm not sure what your in-app store looks like, but in my game I sell a 'combo' pack which includes two regular packs and 10 hints, all available separately, for a discounted price. I call it a 'combo super-saver' and even put a yellow star in front of it to draw the eye. It is the biggest selling SKU by far. Can you try something like that?
[1] https://itunes.apple.com/app/alphabet-connection-logic/id560...
"It’s like winning a lottery, but a lottery where you work really really hard to buy your ticket."
There might be a fear (rational or not) that not testing a particular device could lead to 1 star reviews due to it not "feeling right".
I just don't understand how you manage it. I develop apps for large corporations, and you're right: most of them aren't spending $200k - and the ones that are spending $200k are getting serious software and a full team (designers, PMs, developers, testers, etc).
Although the story is a little unclear: it talks about $200k in "lost income and savings", which is a little different to putting money up front.
https://itunes.apple.com/us/app/henrys-spooky-headlamp/id469...
"I'm very proud of these high school students and their hard work. I can't wait to see what else they do."
Did the wife need to quit her job in order to help develop these games? They look fairly simple. Why didn't the husband keep doing contract work on the side the whole time? Was their any real thought into a business plan? Games are a tough, hit driven market. Kids games can be even harder because of competition with well known names and characters from the likes of Disney, Lego, etc...
I noticed a mini-golf game on the web site. I'm typically a sucker for those types of games, but when I opened it realized it's only a score keeper! Sigh.
The app store gold rush is over, but the article confused the gold rush ending with too many poor business decisions.
TF2 is surprisingly making a lot of money for its age and niche community (I call it niche because it's tight-dependence towards teamwork makes it unforgiving to newbies who'll get booted)...I don't understand why people buy the hats, but I do think there's an advantage to picking up the special weapons.