App$ = $$$$$ - Part 2

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Hey BigBuddy, I've tried messaging you on skype but no answer(already have you as contact from before). Could you check it (just a quick question regarding Appswarp mainly).

If not I will ask here, but Skype would be best.

Also thanks for the share, I remember talking about this with you a few months back :)

Regards

Buzz me in skype by thursday, due to personal work and festival holidays in my country, I cant come online for next 2 -3 days.

Wow I thought prices would be cheaper, like maybe $200-$400 per app.

Would you please describe what those $1k-$2k are spent on?

I was expecting to be able to get up and running 2-6 apps but if costs are that really high then I would have to wait to earn more money to give this a full shot.

It looks expensive, but when you launch app one by one , it fetch you long term $$$$$.

Let me brief the cost:

Source code: $200
Reskin (Design) : $300
Few changes in code : $300
Aso: $100 - $200 (you can do this yourself, if you go through some the blogs, I may post detailed aso guide later)
Review, Ratings, Installs : $200 - $500. (Depends upon your budget)

If you able to hire inhouse staff you can do the cost cutting of 50% from the above.

You sir, are an inspiration. I launched http://wallpaperone.in after reading your first thread. Here's a sneak peek at the app - http://youtu.be/gdizJeFzqdA
Should be approved any day now :)
Subscribed to your thread.

Glad, my thread motivated few to take action.

:adore::You_Rock_

Q:How many failed apps you have in your whole app journey ?
Q:How many time you got in to copyright issues or complaints from similar (similar = ditto copy with some changes) app owners ?
Q:what you think about unity app engine ?

Many questions in mind , but i not think if they are worth your time. Suggestion:make your both threads sticky in this sections.
-=-

Q:How many failed apps you have in your whole app journey ?
There are few, but learnt from the mistake. Example flappy bird clones. Add the twist otherwise your effort will be wasted.

Q:How many time you got in to copyright issues or complaints from similar (similar = ditto copy with some changes) app owners ?
Never. You can copy the game play, but not the design. I run into issues when i purchased review and ratings from fiverr. Got a warning call from apple and all my reviews removed. Never underestimate apple, they can find you easily, if you buy reviews. So shifted to microworkers. Tons of reviews starts from $1.

Q:what you think about unity app engine ?
You need a professional coder to develop game using unity, but trust me its not worth it unless you have huge budget to promote 3d games. Present trend is 2d games and pixel rated games.
 
Cheers BigBuddy, thanks for the quick reply. I already left the question on skype, so I will wait until Thursday and give you a quick ping to bump it to the top :)
 
Another "seed of thought" is to rank for several related keywords for your app in Google. Say your app is "Basketball Madness", then try to rank in basketball apps keywords and so. Also I will promote my apps through Youtube, facebook, twitter and even forums!

Let's see how it goes with my first app!
 
How many installs on average does it take for you to generate decent ad revenue? I'm sure it depends on the app/game/niche but can you give some estimates?

Thanks
 
Great thread OP , i really like it , and it gave me few ideas too! So thank you! :)

For readers, one more thing you need to know is positioning of your ADs... They should have good position(visible always), so the 'players' can click it accidently or on purpose - doesen't matter. What matters to you is that it is clickable (ofcourse if you use AdMob or any other CPC ).

So here's proof of my failing with positioning - http://prntscr.com/4ymtpq
CTR %1 ...
 
cool tipz :clap2::clap2::clap2::clap2::clap2::clap2:
 
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Thank you very much, this is exactly what is was looking for. I have some ideas but I didn't know how to moneytize/promote so this thread is really helpful. However I don't have a Mac and not much money for the graphics/promotion. I planned to code myself(currently learning Coco2d-x) and outsource for the graphics. My question is : Should I go first with Android, even if you and other people say that it's hard to bank(especially for a beginner) or make a bit of money before(people on the forum recommend me article writing in french(native speaker))? Thank you again
 
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Great quality post, real content here. Thanks for the tips.dude, you may have trigger my motivation :)
 
Q:what you think about unity app engine ?
You need a professional coder to develop game using unity, but trust me its not worth it unless you have huge budget to promote 3d games. Present trend is 2d games and pixel rated games.

First, thanks for the app info you have been giving lately. It's been a while since I've found info that I needed worth my current projects on the forum but I'm working on my first game now and am hungry for this kind of info.

Second, when you say big budget can I ask what you might consider big? My first game is a completely unique and original game created in Unity but it is a racing game so there is a bit of competition. We are only a few months away from launch but my marketing budget is only going to be $5,000 - $10,000, can you give me any input as to if I might be wasting my time or if I stand a chance with that sort of budget? That would basically have to cover the first 2-3 months of marketing, after that time I should be able to increase it as long as the game is showing some sort of progress.
 
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@phluid 5,000$ and it's little? Wow...
I have 0$ budget, and i'm still developing apps, and trying to promote them without any ads! :O
 
@phluid 5,000$ and it's little? Wow...
I have 0$ budget, and i'm still developing apps, and trying to promote them without any ads! :O

Right but I think we are playing in different fields and by far looking for different end results. That is also why I referred to a specific part that bigbuddy had spoke of.
 
I can answer that one for you. Unless your ARPU is high, a budget like that wont make you profit. That's not enough to rank high over a 3 month course. So you really need to get your stats dialled in.

You're best off using $3-5k of that for a burst campaign, then using the rest as maintenance!
 
I can answer that one for you. Unless your ARPU is high, a budget like that wont make you profit. That's not enough to rank high over a 3 month course. So you really need to get your stats dialled in.

You're best off using $3-5k of that for a burst campaign, then using the rest as maintenance!

Thanks for the input. There are a few variances as I definitely wasn't expecting a profit in that amount of time just to test the market and see what results I'm getting as if I dump 10k into marketing and everyone says your game sucks I should obviously cut my losses. However, if the results are good then the marketing budget needs to be increased. I'm originally going to have less than 20 cars and only 15 places to race so I'm hoping it's enough to keep the users racing as I will immediately be working on additional cars and levels if things are looking positive. From what you say though I still need to expect to use that over a shorter period of time and to plan a budget increase much faster than I had hoped so I'll need to arrange that before I even get started.
 
First, thanks for the app info you have been giving lately. It's been a while since I've found info that I needed worth my current projects on the forum but I'm working on my first game now and am hungry for this kind of info.

Second, when you say big budget can I ask what you might consider big? My first game is a completely unique and original game created in Unity but it is a racing game so there is a bit of competition. We are only a few months away from launch but my marketing budget is only going to be $5,000 - $10,000, can you give me any input as to if I might be wasting my time or if I stand a chance with that sort of budget? That would basically have to cover the first 2-3 months of marketing, after that time I should be able to increase it as long as the game is showing some sort of progress.

$5k - $10k definetly not an good budget with racing games, but its still decent budget to acquire installs + revenue.

First Month:

1. Spend atleast $500 for aso, recruit decent aso company who know what they are doing. This should be done before launch. Search in google and you will find good aso professionals.

2. Don't do any promotions (buying installs) other than aso, buying reviews, press release. Aso process lasts for one month because aso firm should provide you second set of kws, new title and desc after 14 days. So in a month you will be updating kws accordingly.

3. submit your app to app review sites, 70% of the sites will not post your app, but still give it a try.

4. Spamming the gaming forums. yes, hire some guys from DP and ask them to post in major gaming/app forums about your app.


Second Month:

1. Continue your aso. (perfect aso takes maximum 3 months to find perfect kws and title.)

2. Start buying installs from FB, as it is cheap. Combining with your kws, your app will be boosted well). If your budget is $2000 for app installs, dont spend $100 per day, do it all at once. More installs in a day will move your app to Top 10 in your game category. When you hit top 10, you get natural installs, where your app remains there.

3. Buy reviews and ratings from micro workers.

If your game is multiplayer version, add some incentives like $25 amazon gift card per week for who achieves leader board points. This brings you more IAP revenue.

If you can pm me your game in detail, i can suggest you few more things.

Good luck.
 
You think professional "aso companies" actually add value? I can't imagine they can do anything that a few hours on aso tools couldn't?
 
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