My iOS Indie-Game Numbers
txt.jazzychad.net
txt.jazzychad.net
I'd hacked together a 'mobile marketing' checklist before, it might help: https://sensortower.com/iphone-app-marketing
While you got the OK for the Letterpress UI from the creator, I wonder if anyone else who's unaware of that would notice and think you're a clone and ignore you?
I released my first ever iOS game* last week and it's a word game like yours. Not sure if we (two man team) just got lucky, but overnight we hit millionth game played and we've hit #1 word game in 30 countries at one point or another. People are playing about 3-5 games per second at any given point of the day which amazes me. The game took us four months to make - a month on the core mechanic and the rest polishing.
I have a pipeline of game ideas I think are very good so definitely intend to make more.
* Our game: https://itunes.apple.com/us/app/hexiled/id881274996?mt=8
I do think the OP's apps look a little too much like Letterpress. If I had seen them in the App Store, I would have dismissed them as a ripoff and have never given them a chance...
Also, the font in the Letters app doesn't look as professional as Hexiled, Letterpress, or SpellTower. Even in the app icon, the letter L's font weight varies, and the 2 feels italicized in a weird way. See: http://i.imgur.com/MV2SAQK.jpg
Thanks so much for the encouragement. We've had a great experience launching the game. I'm on Twitter at @isaacforman if you have any feedback about Hexiled.
Maybe it's just taste, but I found Letters' font to be too rounded. It's like Arial Rounded, and reminds me of Comic Sans. Letterpress's font is also a little rounded, but for some reason it looks more professional to me than Letters' font.
i'm cheering for you! go, man, go!
This is what Taleb calls an extremistan world, you can't apply a gaussian distribution to this situation. It is difficult to find a mediocre filmmaker that just makes enough money to get by, or a writer, or a painter... You either become fairly succesful or you die without ever being able to "make it".
You can't really tell when your next game will become the next Words with friends, Angry Birds, Flappy Bird or Candy Crush. But if it does, you can go from a "hobby" to a full time job even needing to hire a team.
[0] http://www.gamasutra.com/view/news/221630/6_key_points_from_...
is an economic theory for explaining that.
I've done enough apps that the math doesn't work out to me anymore. Simply put, you're selling candy bars, but without the disposable aspect, so your customer LTV on a $1 app is $0.7. If you have a suite of 5 or 10 $1 apps, even if you had a huge cross sell of 5 of those 10 apps, your LTV is 70% of $5... $3.50.
In that scenario, to get paid $70,000, you need 20,000 customers to buy 50% of your products each year.
Honestly, if you can get 20,000 to buy your app you've either hit a top list or you are so good at marketing that it is nonsensical that you would be selling $1 apps.
So yeah, for most developers the app store business isn't much of a business at all. Maybe leveraging it to get interest in desktop or console apps where the per unit price is closer to $20-100 would help.
Even then, I don't think you will see or hear many stores about app store millionaires going forward. The money might be there, but it's too diluted to make much of a dent.
Might as well buy a lottery ticket, it costs you less time and money with basically the same outcome.
If you create an app that solves a real problem or solves a problem better than the current solutions you can do okay in the App Store. It's rare to do great but you can do well enough. Games don't solve problems. They add to a growing number of ways to entertain ourselves which includes movies, music, tv, news, the internet - and all these are accessible on a mobile device.
P.S. Not trying to sound too negative about games but making money in entertainment is difficult. People have so many options - many of which are free - and they'll take the cheapest one.
Not to imply that it is easy to make something new (and good.) I have been working on a prototype of a game and the first feedback I got was all about how it was different than others games and that's bad. Trying to create something original is definitely swimming against the current.
I guess people are so focused on marketing, user acquisition and not .... wait for it.... PRODUCT!
What kind of profit did you expect? As a game app consumer I only buy the very best (original and/or polished) apps in their respective categories. E.g. Leo's Fortune, FTL, Limbo, Icebreaker, Reaper would be very easy purchases for me. You can see those games had _a lot_ of effort put into. In my subjective, blatant and impolite opinion your apps could be more of the cause of the over-saturation problem rather than victims. Saying that, I have nothing to show myself so far :).
Exactly why do I need a zillion apps to mount an SMB share on iOS and do something with <insert specific file type>?
Answer: so iOS doesn't grow a decent music program to compete with iTunes. Apple won't approve things that might compete with their own cash cows.
There are all sorts of annoyances about the iOS ecosystem and a good chunk of them are driven by Apple's policies, but the notion that Apple cripples their system with the explicit intent of making it difficult to compete with them is hard to make a strong case for. Apple has their own direct competitor to Pandora, but Pandora is still in the app store. As is Spotify, and SoundCloud, and Beats (which was there before they were an Apple product), and iHeartRadio, and and and. Oh, you say you meant non-streaming players? A lot of people love Ecoute, but there's also Lagu and TuneShell and Listen and I'm sure others I don't know of, which have all sorts of tricks up their sleeve.
tl;dr: kneejerking about Apple is easy and fun! But there's enough actual things to kvetch about without "Apple hates their users, man" conspiracy stuff.
Welcome to the software business.
Threes was well-designed, simple, and easy to learn, but the moment it hit the market there were a thousand clones (or more like 2048 clones, amirite?).
Flappy Bird was a weekend project with "borrowed" artwork and by all rights none of us should even know what it is.
There is next to no hope for anyone that doesn't have a massive enough advertising budget to convince people that "hey, all your friends are going to be playing this game, you don't want to miss out." Anything beyond that is blind luck or a truly brilliant/original idea.
Otherwise you make a paid game and hope an Apple-featuring makes you enough.
It's hard to achieve that level of success because it's hard to execute on that level of excellence with a concept that resonates with an audience.
There are other paths to financial success, surely, where monied studios can pump out derivative crap with in-app purchases and virtual goods. I guess the talent there comes from being able to tune experiences designed for shallow addiction, like food scientists creating the cheese dust for Doritos. But I don't think that's the only path.
Bastion was also published by Warner Brothers so it had some significant weight behind it.
For Bastion, it's probably good to be explicit that WB did not provide them funding. The benefit to Supergiant was access to advertising and speeding their way through the publishing process for Xbox Live Arcade. A significant victory they sought out and earned, to be sure.
In the case of FTL, the success of the Kickstarter may have generated some additional buzz because of how much they beat their goal. But the reason they beat their goal was that their game had already been discovered and appreciated (even in its early form) by a community of people passionate about games. Without organized marketing on their part, aside from showing the game to many of their colleagues.
It seems like more simplistic puzzle games like these have potential to completely blow up, but the market is also completely flooded with them. And I have found that it can be difficult to find quality in the genre. I would imagine that games that have heavier focus on art and polish can make a world of difference. It seems it gets attention from blogs/review sites and more probable for Apple to feature them.
Regardless, it is frustrating that your hard work that goes into these games didn't get the attention they may have deserved. Keep up the great work and hopefully we hear back from you soon about a monetarily successful game, whether that be in the app store or elsewhere.
What's also happening is that developers (myself included: http://appstore.com/daisypop) think "Wow, I shouldn't have spent so much time on that; I need to make something simpler and more rapidly so I have a better chance of turning a profit." This accelerates the problem.
If I had a random app installed on my home screen every day and I could say "more like this" or "this is horrible" I think it'd be cool. But it would have to be passive.
Actually I can't believe there aren't already a billion apps doing this - you could make a fucking fortune selling access to your app, compared with the ever growing data on what kinds of apps do well.
First published app (an educational niche): $1,832 in first three months. $1,360 in past 30 days.
Second published app (a semi-educational game-related app): $49 in first three months. $6 in past 30 days.
Third published app (an educational niche): $360 in first three months. $385 in past 30 days.
I now have over a dozen apps. Three of those earn less than $100 a month and I've all but abandoned them. Four more also earn less than $100 a month but are part of suite of clones that address different niches. Together, the suite earns over $200 a month now. My top 4 apps earn more like $100, $300, $400, and $1400 a month now. Over the past year, those iOS apps earned me just over $40,000. Not enough to live on alone but it's not a bad start.
Average rating: 4.9 stars $3 paid upfront: $2750 (first 11 months) Free with one-time $3 IAP: $1560 (past 3 months) Currently averaging around $15 per day from IAPs.
Details: http://chunkyreader.tumblr.com/post/93410425677/sales
The best marketing I do is cross-app links. So each app has a "more apps" list. I get 80-140% conversion when people visit the app store from those links. (140% because they purchase more than one app in the affiliate window time.) I also have a free version of one app that's useful on it's own but then steers people to purchase other apps with some in-house ads. (I don't run ads for any other apps except mine.)
The "pre-funding" model would be able to give indie developers 1) early fan base, 2) early revenue, 3) early validation instead of working in the dark
I remember reading how Threes was made and IIRC it was on the order of many many months and redesigns before users saw/heard anything. But they hit the lottery jackpot I guess
I make side-project apps all the time, but I'm aware that they are basically just scratching some itch I had. If you go into it expecting to make the big-bucks without doing market research and not having a marketing budget, you're going to have a bad time.
http://forums.tigsource.com/index.php?topic=37569.0
http://www.reddit.com/r/gamedev/comments/18dclr/question_giv...
http://blog.jaredsinclair.com/post/93118460565/a-candid-look...
Here's an infographic with the sales for a much larger indie game [Superbrothers: Sword & Sworcery EP]:
http://www.capybaragames.com/2013/07/a-sworcery-infographic/
I'm not sure I follow.
It's a trio of side-projects, none of which have been available for even a full year yet, entering into a 'total bloodbath' marketplace.
Is it typical to expect immediate success and profitability doing this?
Traditionally, 'breaking in' is something people might spend years if not decades on and likely without the benefit of employment at a successful start-up during the week.
Things take time and persevering for longer than a year while refining and/or generating a fully original title would seem to be a good start.
a few observations for my fellow hope-laden game developers.
tl;dr: anyone can use today's tools to make crappy, me-too games. you need to make good games to succeed. to do that, you're going to need your 10,000 hours of game programming (not the same as web programming), 10,000 hours of game design (not just playing games), and 10,000 hours of all manner of art.
1) the marketplace is a "bloodbath"
while, yes, there are tons and tons of other apps out there, to be frank, that's just fine for quality indie developers, because the majority of those games all look like your apps. you cannot with any serious expectation, for example, think to sell like hotcakes something like "wordgrid" or "letters". i mean, the reason "tetra" got any traction at (i would bet as i haven't read the reviews) all was for its multiplayer component.
you cannot expect to have sales numbers like incredible-art-having sworcery or the incredible-paradigm-busting papers please with average-looking, average-playing, average-genre games.
if you want to succeed, you must-must-must differentiate yourself. if you can't, yes -- it's a hobby. and, unfortunately no, you're not a professional.
just because you can't throw a rock without hitting an amazingly easy toolset does not mean you'll build amazing games. it just means that everyone without the talent to build such games has an equal chance to show off the fact they can't build amazing games.
2) marketing is everything.
no. no it's not.
i'm part of the zynga/playdom facebook games generation where we instrumented, measured, and then poured on users. we thought virality was king and users were something you bought. push that k-factor through the roof!!!
come to find out, retention was king. this is why zynga is ... um ... having issues. come to find out, you need a good game.
if you have a good game and that game is easy to share, you'll get users from both channels -- app review sites and word of mouth -- without a lot of dough. you'll grow more slowly, but give people a reason, the method, and the content to share and they will.
that's not to say marketing isn't important -- it is. it's just not the most important thing by far.
3) it's a lottery.
only for simplistic, easy-to-copy games. take the "threes vs. 2048" conflict as an example:
awful 2048 grossing data: http://www.appannie.com/apps/ios/app/840919914/rank-history/...
still substantial threes grossing data: http://www.appannie.com/apps/ios/app/779157948/rank-history/...
if you make something that anyone with a keyboard can make, you'll need to have an extrodinary amount of luck (2048 from ketchapp, flappy bird, etc.) that looks like a lottery.
if you make something interesting that people want to play, you'll be just fine. especially these days when everyone is looking to discover the next minecraft or spelunky.
so, if you don't have the ability or team to make a good game, yes, you will need the lottery. and every time i hear about "the lottery" that is the app marketplace, all i can think of is nate silver's "the signal and the noise" book.
if you think it takes a lottery to succeed on the app store, you have a massive blindspot and that blindspot is: you don't have the ability -- yet -- to make quality games. you only think you do.
don't give up. keep going. you'll get there eventually.
I'd also like to throw in one additional point: Selling apps up front for $0.99 is a bad idea. It makes it look and feel cheap. The average user doesn't see any difference between $0.99 and $1.99 or even $2.99 anyways, it's all under the "impulse buy" threshold. Scale up the price to something respectable, you won't lose any sales[1], which means more money in the end.
Oh and here's one additional data point, if anyone is curious: we made a mobile game called Big Action Mega Fight![2] It came out earlier last year, initially as a free-to-play game. We worked hard at it, iterating on gameplay and pushing several content updates. In the end we got plenty of downloads but no revenue. The F2P model had never really sat well with us anyways so we ended up pushing one last big update and switching the business model back to premium and making more money in the process :) [3]. In my humble if biased opinion, the only reason we got any money at all is because the game stood out visually. Anyways I could go on... I'm happy to share more if anyone is interested.
[1] http://www.tuaw.com/2008/12/12/stats-99-cent-apps-arent-sell...
[2] http://bigactionmegafight.com/
[3] http://toucharcade.com/2014/07/25/big-action-mega-fight-succ...
It was part of the steam summer sales, at 50% of.
I don't think they have sold a thousand copies yet and the game has been up for months. Counter that with Goat Simulator - which saw a huge sale boost during the sale.
Unless you can point to a few games that fit your bill for being good games before they are released and then become successful after your prediction I doubt you are right.
And anyway the way to make money now seems to be to make the game fun and addictive (farmville wasn't either) then constantly charge users once they have gotten invested (think Clash of Clans - oh you are shielded from attack initially and can raid an easy AI and build up stuff, then you are no longer shielded and need to build so much more without getting raided and then you can't really do that without IAP).
I can see the conditions in m3mnoch's comment as necessary but not sufficient. It's still possible to make a great game and fail, for no very good reason.
IAPs certainly make money, at the cost of a dysfunctional addictive relationship with your users. And that leads to political pressure against the model as a whole: http://www.techtimes.com/articles/11095/20140724/eu-urges-go...
I never saw it on the steam sale, and unless it was accompanied by some good press I'd not have clicked anyway. I still have 10+ completely unplayed sale games to get through...
This, in a nutshell, is the biggest problem with the solo game/app developer. Any concept simple enough for one person to implement has been done to death by hundreds of other people already. So how do you differentiate?
Marketing.
>> 2) marketing is everything.
> no. no it's not.
Unfortunately, it is. See, it doesn't matter how novel and awesome (aka differentiated) your product is, you still have to sell it. In order to sell the product, you have to have the right product. This is why traditional marketing includes product development (look up the 5 Ps of marketing). Marketing as a function can tell you where your users are and what they're looking for. Then you design your product based on that, and find the optimal way to sell that product to your target users. The pricing/promotion piece (or what people usually think of as "marketing") comes at the end.
Promotion in and of itself is not a differentiation strategy unless you have deep pockets. But promotion is absolutely required to launch a successful product: I don't care how differentiated your product is, if your users don't know about it, it might as well not exist at all.
> 3) it's a lottery.
It pretty much is a lottery at this point. Any game with a unique concept that is doable by a single person is pretty much immediately copied 10 times over by a Chinese/Indian sweatshop. Why develop your own new game when you can copy someone else's? Throw 10 copies of the app up with slightly different graphics in the hopes that one of them catches fire. Good luck trying to sue a foreign company as an independent developer; even if you win they'll never pay up.
App development has become a portfolio game specifically to deal with the randomness. If you view the costs for developing a product as encompassing both SW development costs AND marketing costs, the marketing costs would easily outstrip the development costs. Underperforming apps are unceremoniously killed, and more marketing dollars pumped into the ones that start succeeding.
It's hard to play that game as an indie developer, which is why we've seen so many of these posts pop up recently. People were sold on this vision of an egalitarian, meritocratic app economy and it's just not true. In a maturing market like mobile gaming, the one who shouts the loudest commands the most attention. For an indie dev with no capital, that can be really hard to do.
I don't believe this is true. I think Paper's Please is the best recent example -- we've had the technology to make this game for decades, and it's never been done until now. I suspect there are quite a few concepts out there that are able to be realized by solo developers that just haven't been thought of yet.
In regard to the author, the type of games he made are a dime a dozen. At this point they're unoriginal and uninspiring, and it shouldn't be a surprise that they failed to catch on. I think marketing is extremely important, especially in the app market, but you need to have a product that you can market. This is the biggest problem.
edit: Also, naming. Naming is extremely important. Why would you name your game Letters? Are you trying to make it hard to find on search engines? For anyone making an app or game out there, spend a lot of time on picking a name. Make sure you're the first result in google if someone types in "your_game_name_here game". "Letters game" returns 208,000,000 results on Google, it's not feasible for someone to find it that way, which just hinders word of mouth. It's also hardly rememberable.
I ended up searching for Tetra, wading through a few Tetris clones, finding the author, looking at the other games he had published, then finding Letters in the 'also by' section. Frustrating and a big issue for discoverability - if I wanted to recommend the game to a friend, how do I do that without sending them a link or getting them to wade through my list of games on Game Centre?
and, i would love for someone to bring out the counter example -- we've got lots of examples of poorly done games with and without marketing that don't go anywhere. does anyone have the counter example of a brilliant game with no marketing going nowhere?
My best example would be Chronology (http://store.steampowered.com/app/269330/) which did have a bit of marketing that went absolutely nowhere. It is a pretty good game though.
they've got a pretty solid environment artist, so it looks nice. concept is interesting. great potential. sophomore-seeming execution. beyond that, the mixed metacritic [1] reviews + the $10 price + the non-sharability are probably why it's not going anywhere.
for what it's worth, my advice for the devs if they happen to see this: add in multiplayer where you can play as the snail or the inventor. get some more content in there even if you have to sell it as iap because two hours of gameplay isn't enough for long-term sustainability. drop the price to between $2.99 and $4.99 and make it an impulse buy.
Again, we come back to marketing.
Would you bet that it has never been done, or it has been done but no one has ever heard of it?
Just developing a good game and hoping that people will (somehow) discover it is a lottery, same lottery like developing 100 shitty games, just with better odds.
What's so hard to believe about there being unexplored video game ideas out there? The industry is still relatively young, and it's always had a high barrier to entry until recently (and I'd argue that, for the average person, the barrier to entry is still much higher than that of writing, music creation, photography, drawing, or even movie creation).
And yet, Dots is a huge hit. Despite the fact that there is a traditional board game named "dots".
The bottom line: Picking a name like Letters decreases your chances of success. It doesn't eliminate it (like you said, Dot's is very popular), but it's something that should be avoided, and it's something that is easily avoided.
> Marketing.
again, no.
while i feel your pain and the cognotive dissonance associated with "it can't be that i don't make decent games! it has to be someone else's fault!" -- i have hard, objective data that disagrees with you.
i have assembled the funnel-and-churn data. i've put together the reports greenlighting games because the ltv has exceeded the cost of acquisition. i've used average instead of median so our whales inflated the reports. and after all of that, i've seen their 30-day retention numbers still stagnate.
i lived that for two years.
then, the retention bottom fell out. we burned through all of the naive and all that was left was a cadre of seasoned "me too" recognizing gamers.
https://www.google.com/finance?chdnp=1&chdd=1&chds=1&chdv=1&...
complain about clash of clans' business model all you want -- it's a quality game.
also please note, i'm not saying marketing isn't important, it's just not even close to "the most important" especially depending on the situation. if you have a giant budget with a ton of developers, it's pretty important. if you are a small shop where everyone has day jobs and you can endure slower, organic growth? it's not worth the money.
In other words, you were managing promotion. Promotion is an important part of marketing, but it's not the entirety of it [1]. If the game objectively sucked, then you failed at the "Product" piece of marketing. This is the part where you listen to your customers and make changes to your product to make it more attractive to your target market (you did identify target markets for your games, right?) Product development should be squarely a marketing function; otherwise you'll end up building a product that nobody wants (like the original author did).
> if you are a small shop where everyone has day jobs and you can endure slower, organic growth? it's not worth the money.
In other words, it's only not important if you're not running a business and don't expect your app to be successful. Otherwise, marketing sounds pretty important to everyone. "Organic growth" doesn't happen in the app economy; you need explosive growth to hit the scale at which you can even begin to start recovering your costs (I recall reading one of these where the guy bought an iPad to develop his game with, and didn't even end up covering the cost of the iPad).
[1] http://en.wikipedia.org/wiki/Marketing_mix#McCarthy.27s_four...
the reason i bring up the promotion parts (ltv! k-factor! arppu!) is that i have stanford friends who were knee-deep in that business (you should see the multi-variant testing we could do) and spoke very much like you do with the "marketing is everything, just measure, adjust the product for fit, promote!"
it was very, very objective.
they were frustrated with the creatives telling them "no!", so they left and started their own gigs (more than one person, not singling anyone out here) where they could launch and iterated -- all of them were abject, bankrupting failures.
marketing (promotion, as everyone reading this is thinking) is important, yes, but having the right creative is more important to an astounding and unbelievable extent.
however, i would bet that if you told game designers (product development) they were marketing schleps and not part of the dev team, well... let's just say cliffyb might bring back bulletstorm.
This. Marketing and virality is in fact everything. Back when I was struggling for money, I used to push gift card offers on Facebook (I'm not proud of it). At the time everyone in a third world country with an internet connection was pushing essentially identical pages that would ask people to post a Facebook comment and then they would be forwarded to the offer, where we might get $1-$2 if they enter their email address.
Because of the sheer number of these identical pages, it was impossible to really make any money. But one day I decided to start commenting on my competitors' comment pages, saying that the current page was a scam but this other one (my page) was the real deal, and then voted that comment to the top. 48 hours later, I had made about $38,000 from the same page that everyone else was using.
The only difference was my marketing strategy. In a sea of copycats, the only way to differentiate yourself is through marketing.
The two are not mutually exclusive categories.
I suspect they would just start publishing under a new user? Just thinking out loud as my law grad self is intrigued by this question.
Ugh, the dreaded re-skin. In a past life, I helped launch a game, and then push it through two re-skins when the original floundered. Turns out that broken mechanics and poor design doesn't change when you change the art on the outside.
The marketing mattered, finding product-market fit mattered, but a poor game still does shit-all for you.
Just wanted to throw that in there because it gave me the heebie-jeebies reading about it again.
Release a version, make improvements, release another version reskinned the next week.
I understand the negativity but all these are small productions given persistance and experimentation I think jazzychad eventually will make a profitable game - as far as I can see he has the skills.
I read crunchbase for King a couple of days ago - it says: "We have more than 180 fun titles in 14 languages". Leaving their hit / failure ratio at what? 5 out of 180. And that is for company that does nothing but casual games.
I assume GP hinted at distributing that experience across a team of developers.
In a lottery you know exactly what your odds of winning are and what the (best) possible outcomes are. In the App Store on the other hand, the odds are more or less unknown (which is why this post is interesting in the first place, I guess).
They are also dependent on a variety of factors, including your marketing success, quality of the game, etc. As an independent app developer it's difficult if not impossible to get a grip on those numbers. On the other hand, if you are Kim Kardashian there are probably some calculations you can do that give you an idea about how well your game is going to do (FYI: There is a Kim Kardashian game. Also a person named Kim Kardashian)
The second difference to a lottery is, that in the App Store you do not have an upper bound for your success. It could be anything form zero (most likely) to flappy-bird-crazy and beyond.
So do these differences matter after all?
Yes, because they dictate what kind of game you have to make, or in other words what kind of risks you are able to take: While major publishers have to stick to "mee-too" variations of game concepts that are known to work, you as a hobbyist can try out radical ideas. Things that are "never going to work". You face a limited amount of loss (the time it takes to make the game) but face a (virtually) unbound gain. This also means that the 1-week variety is much more promising, just not the "mee-too" ones.
edit: and i believe you're conflating "marketing" with "coverage for hitting the lottery".
from this article: http://www.haaretz.com/business/start-up-of-the-week/1.59991...
They decided to release the app to the App Store,
and people slowly started hearing about it. The
first serious buzz happened when blogger ad technical
Robert Scoble wrote about Yo after a visit to Israel.
He called it “the stupidest” but “most addicting” app.
Thus the Yo app became the conversation of the day
among the startup crowd in Silicon Valley and New
York, who tweeted how excited they were at using it.
As interest burgeoned, Arbel moved to San Francisco
last week.A lot of these famous social accounts aren't even the people in the photos. It's kinda disturbing once you get deep, everything seems so fake.
so, it's not me.
Then you've done your marketing correctly.
That's not to say marketing isn't important -- it is. it's just not the most important thing by far
I believe you consider marketing to be some kind of shady activity.
Marketing is really only defining your product's audience, then your product, and how you're going to reach said audience.
Your third point seems to be true, because I can't remember one of the few well made mobile games not being at least decently successful.
Your other points seem to resonate with my observations as well, may I know if you're involved in the game industry?
edit: oh, and for the 10,000 hours thing -- that's not a literal thing. i was just using that as a stand-in for "you must be an expert in".
first, blow up the top-grossing date range to "all time".
if you look at the trending data for 2048, it's in freefall. they're down and off the bottom of the charts now for us:overall and us:games. a non-craftsmanship game that's a lottery winner can't pull out of this spiral because the game isn't deep enough to re-engage their audience.
if you look at the trending data for threes, you'll see even with their latest price bump, they still haven't fallen off the us:overall charts. even then, they have levers like "more content" and "price drops" and "in-game events" where they can get bumps to put them back up in the, say top 400 in us:overall two weeks ago. quality game, earning their revenue.
not to mention threes still hasn't fallen out of the top 100 for us:puzzle where 2048 hasn't seen that since april.
because, note: "downloads" are neat. "registered users" are neat. but those are vanity metrics. "can you earn enough money to sustain your business" is the most important metric to an indie game developer. can you keep doing what you love and stave off working for someone else yet another day?
if I were to think about mobile apps I would aim for some specialty market segment, e.g. doctors, or lawyers, or construction, or weddings, etc. not games. too crowded. too many voices.
My suggestion is to find a website with an established niche (outside of the traditional app review websites) and audience who will promote your product ... and build something for that audience.
For example, my website has a ton of traffic in September and October. It's new though, so we are still working out monetization. There's a couple games in the market that would appeal to my visitors. I could probably give one a significant bump. And not one of them has ever contacted me about a review, provided a promo code, etc ... let alone a revenue share.
I didn't spend much time looking at Letters, but maybe it would do well on the blog of a english teacher?
I don't know how many of these are DAU (you didn't say), but these numbers are not as bad as they might seem. 1%-5% is about industry average for % spenders in games. Where you need to tune things is figure out who the spenders are and raise your ROI. You state that you spent $700 to get $261 in revenue which is about 37% ROI. Not good, but its a start atleast. Obviously you want to be above 1. What I would do is invest a little in some analytics, figure out who your spenders are and cohort them. Then see if you can reduce your spend, become more targeted in your buying, while also increasing opportunities to earn more revenue. Just my $0.02
I think it is time for iOS developers get their strategy checked up. I know a lot of people want to get their app/game to a lot of people but unless you have evidence that you app is reaching millions of people, it is not going to work.
You've already got one possible alternate name – "The Letters Game" – in your domain/twitter-handle, but I suspect something even more distinctive is possible. You might also tweak the icon and color scheme to convey more novelty compared to the famous category-leaders...
Speaking of, have you made any threads in the Touch Arcade forums? I've seen several apps get their initial exposure by just posting and asking for feedback.
http://www.whitebat.co.uk/fruitfrenzy/
http://ludimate.com/x-rainbow/index.php
Most likely marketing failures.
That being said, I am working on one myself and have all the hopes that any indie has.
how would you differentiate them with marketing? "yet another color bubble popper!" "yet another side-scrolling shooter where you kill the undead!" "yet another match three with fruit!"
i'm not sure i agree with your assessment as to marketing failures. if you said me-too-market-fit, however, i'd say you were on to something.
their level of polish is pretty nice, so they should step out of the lottery and make a non-me-too quality game. i bet they would be pretty successful with it. in fact, if they keep with it, i'd put money on it they'll eventually be very successful.
http://blog.lescapadou.com/2013/12/my-experience-in-educatio...
Also, I couldn't find your contact info on your blog - is it there somewhere? You'd want press to be able to find it if so....
https://itunes.apple.com/us/app/damian-filigree-book-thoth/i... This one had promotion through free app of the day. Lifetime revenue was around $700. Paid around $400 in ads
https://itunes.apple.com/nl/app/snap-together-free/id5770998... Spent ca $1500 on ads, made $20 revenue.
https://itunes.apple.com/us/app/polar-turtles/id892249118?ls...
3 weeks after the launch the game sold 6 copies and made 8,95$. I sent out 51 promo codes to various review sites but only 8 of them got redeemed.
I can already guess how impossible it is to enter the iOS gaming market.
Pretty fun, would be nice if it had some of the 'hip' words used these days, "Selfie" etc
(edit, had some stuff in here about would be nice if there was an undo)
Regarding "undoing" a letter selection, you can't, and that was intentional. It simplifies the UI (you can however reset the whole word by trying to submit an invalid word), and even if you could undo, the time you would spend doing it would pretty much wreck your score for that round, so overall it's no good. I know this frustrates some people, but after several weeks of playtesting and hearing this complaint, after the first few rounds that complaint quickly vanished, so I stuck with my decision.
So even if ads earn a negligible amount... are they ever worth trying as a mechanism to boost in-game purchases?