How To Make An iPhone App That Actually Sells
observationdeck.net
observationdeck.net
There is a reason why companies like Flurry, etc with incentivized app downloads are doing well -- it's because they push apps to a point where they get discovered via organic search. If you really are going to want to launch an app, you'd better hope you have one of these two things: a $X0,000 marketing budget on incentivized downloads or the ability and willingness to slowly grow your app organically via long tail keywords, app store optimization, hounding app review sites to cover you, etc.
Heck, many apps' developers don't put a lot of effort in their screenshots, keywords, etc. There are thousands upon thousands of 'zombie' apps that are otherwise great but sit undiscovered simply because the developers thought that apps could market themselves.
However, AppAdvice is one of the biggest review sites out there, and reviews on smaller sites didn't have anywhere near as much impact. Also, getting that review was really lucky, and I haven't been able to recreate that magic since.
That said, as a single-person developer, I've found that I need to spend as much time and energy on hustle and promotion as I do on development and testing - and even with that I've only been moderately successful.
But yes agreed on getting to know press people - although it's a balancing act to not seem too creepy while being friendly.
When you write about your site, you might want to refer to the URL as "https://AppStoreRankings.net. It's obvious to me now, but when I first read your URL, I took a few seconds to parse out the correct word boundaries - I read "apps to re-ran kings" or "apps to re-rank ings" before it became clear. Or maybe it's just me!
This seems counter-intuitive to me. Just the other day we had an example of what seemed to be a really well-executed Sudoku game[1], which seems to be exactly the kind of app that falls in this category: the top Sudoku apps have 10s of millions of installs and hundreds of thousands of reviews. It definitely seems like the advice here is to "build a better Sudoku, and you'll do great." and yet the author was seeing hardly any downloads and no income.
The way you get ranked in Search plays a huge part in your sales (Unless it's a top 50 app). Another huge factor is your screenshot. Your leading screenshot should not be a shot of the launch image. Here's more info on screenshots: http://mobile.tutsplus.com/tutorials/mobile-design-tutorials...
[1]: (App Store Optimization Cheat Sheet [PDF]): http://www.apptamin.com/ASO_Cheat_Sheet-v2.2.pdf
By only having one thing (add text to photos), you're really letting the users vote about whether they would use that functionality. Try to pack too much into your first version of an amazing idea, and you'll have a tough time parsing out which needs tweaking when you're not getting traction.
While I doubt very much that this advice is bad per se, it does seem to run counter to the spirit of HN. It's true that there's no inherent tension between pushing the envelope and being successful (read: making money), but I imagine that most of those involved in the startup world are there precisely because making money isn't enough for them.
I have definitely written a number of apps that were super awesome and pushed the envelope, but they didn't actually sell, because they were before the market was ready, or in the wrong market, etc.
If you're targeting a big niche with lots of competition (puzzle games, todo lists, etc.) you must have some sort of compelling hook to stand out. A great endorsement / review lined up, an innovative UI, something controversial, etc.
If you're targeting a small niche (bassoonists, bingo card enthusiasts, etc.) you really should test that niche before investing a lot of time into building a product for it. Build the minimum app that can provide value and see how it sells. It's impossible to tell conversion rates for app store searches, but if your 99 cent app with 20 bingo card designs doesn't sell at least a couple a week, that niche isn't looking good. If it sells 100 copies a week, I'd go full steam ahead on the project. You can always pull your niche testing app later.
The other item that could be interesting is to be able to drill down and have a view of the sub-categories each popular app "owns" and how it's competitors are doing.
To beat the Sudoku example to death, maybe Sudoku apps are popular at this point. However, what I suspect is that one might see a small handful of these apps doing very well and then hundreds starving to death.
This, to me, would be far more valuable data. If the money is spread around nicely among top apps in a sub-category it might indicate that users like to look at other options and experiment. If, on the other hand, you have five apps that are killing it and 200 that are starving, well, you probably want to stay away from that segment.
[1]: https://play.google.com/store/apps/collection/topgrossing?fe...
There's an overabundance of "me too!" apps that just try to replicate what everyone else is doing. This is why there's such a lack of apps with the level of depth and functionality that you find on desktop systems.
I only really consider this a problem for the iPad though, since it currently has a lot of unrealised potential as a computing device for doing real work. Apps like OmniGraffle and Textastic stand out as examples of what developers should be building more of IMHO. The world only needs so many running games and photo sharing apps.
I agree that we need to know who he is and what he's done, but it was linked at the bottom of the post, so...
But why did you specify iPhone? This advice cold apply to Android as well.