App$ = $$$$$ - Part 2

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I just started in app business and pretty newbie about that. Thank you BB for the good information.

Some questions to Lookzor if you have time to answer. You said like this:
1. Long term rankings is not something that works with iOS unless you have a really good viral loop inside your apps or you're pouring in paid user acquisition daily.

Question - Is it possible to make payment process in iOS and Android something like this, using application where are 5 different payment options for my service:
1. Free
2. $1 for adding/connecting other smartphone.
3. +$1 for adding/connecting other smartphone.
4. +$1 for adding/connecting other smartphone.
5. +$1 for adding/connecting other smartphone.

If you understand what I meant :)


2. With iOS, it's all about how well your app did when it launched in the first 7-14 days.
So focus on that 7-14 day window (day 1 being the MOST important)

Question - I am from EU and planning to market only in USA. Is it true that if I don't have US iOS dev. account, then I have to wait 48 hours or more after launch...meaning that I will lose the most important 1-2 days?


P.S. I wanted to add rep. to both of you but seems this button have been disappeared from BHW :)

Do you mean pay your users money to install your app with another Device that they own? If you mean that then it's incentive and Apple will not allow it to pass review.

About the Dev account. It doesn't matter where your Dev account is from. It is always recommended that you set your APP to release 48 hours from when it is first approved.

So for example, when you set up your app in itunes connect, set the date for release to 1 year ahead when submitting for review. Then let's say it passes the review process on Wednesday, you would now set it to release on Friday (48 hours from the time of approval). This is because if you manually release on the day it is approved or before the 48 hours, it doesn't release in every country at Midnight (00:00). This means you don't effectively use the full 24 hours of the first day of release in every country.
 
thanks for the reply lookzor.

I mean that if someone installs my application, then he himself wants to make connection to others and I want to charge for that. 1 other connection is +$1, one other connection +$1 etc.

I am good for photoshopping...something like this:

Untitled.png
 
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Do you mean pay your users money to install your app with another Device that they own? If you mean that then it's incentive and Apple will not allow it to pass review.

About the Dev account. It doesn't matter where your Dev account is from. It is always recommended that you set your APP to release 48 hours from when it is first approved.

So for example, when you set up your app in itunes connect, set the date for release to 1 year ahead when submitting for review. Then let's say it passes the review process on Wednesday, you would now set it to release on Friday (48 hours from the time of approval). This is because if you manually release on the day it is approved or before the 48 hours, it doesn't release in every country at Midnight (00:00). This means you don't effectively use the full 24 hours of the first day of release in every country.


I dont see where to manually set release date in itunes connect.
This is smart though, thanks for that tip.
 
but if something like clash of the clans has an ARPU of like $2+ (im sure its more than that) and i can reskin it and get installs for like .20, why am I even worrying about ranking ha? At that point its paid traffic with a great ROI. Or am I missing something here
 
This is great knowledge as my goal is to get 50 apps in the android market by the end of the year and this was due to your first thread. Thanks alot for the motivation as well. Sometimes you just need a reality check to understand what you are losing.
 
@trafficsource - yeah it's possible

@vita21 - Under pricing, you can choose the date!

@vivalaviva - Have you got the amount of cash required to create that sort of game? We're talking 6 figures!
 
@vivalaviva - Have you got the amount of cash required to create that sort of game? We're talking 6 figures!

Im not talking about developing an entire new game, Im talking about reskinning one

Edit: I just found the source code for clash of clans....your right its $150k ha. But there are lots of candy crush or match 3 games to reskin for almost nothing, and candy crush lifetime ARPU is $2.99. So even if your paying $1 an install it seems to be a no brainer no?
 
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Im not talking about developing an entire new game, Im talking about reskinning one

Edit: I just found the source code for clash of clans....your right its $150k ha. But there are lots of candy crush or match 3 games to reskin for almost nothing, and candy crush lifetime ARPU is $2.99. So even if your paying $1 an install it seems to be a no brainer no?

There is no source code available like candy crush trust me, I've looked. And that site you found (I know which one), is a fake!

Even if you did clone Candy Crush, you wouldn't get the same ARPU because you don't have access to exactly what they do on the backend + they have completely saturated that specific style of game (if you clone it directly), so the ARPU would actually be a lot lower. Keep in mind that they developed a brand, which makes monetizing users easier.

I'd say you've a lot to learn. Definitely read a lot more before 1. getting into paid acquisition or 2. spending substantial cash on developing a game.
 
so where are we finding games that arent already completely saturated all the source codes ive found for sale for reskinning, are from incredibly popular games
 
so where are we finding games that arent already completely saturated all the source codes ive found for sale for reskinning, are from incredibly popular games

GO deeper in your research :) , and even if game is "incredibly popular" you can always make money with it.
All your apps can't be cash machine, As you just reskin you have to aim quantity. I did that and it work :) . I try to post 2-3 games/apps per week with some tricks to rank them and it's enough to make some good $?
 
GO deeper in your research :) , and even if game is "incredibly popular" you can always make money with it.
All your apps can't be cash machine, As you just reskin you have to aim quantity. I did that and it work :) . I try to post 2-3 games/apps per week with some tricks to rank them and it's enough to make some good $€

Mind to share , your tricks to rank ?
For now I used only incentive dowloads. I can rank for a week or two and then the ranking is droping as they are just downloading to earn money.
 
Hey, could you tell me what are you using for yours ASO? Websites, Softwares? and so on ? :)

And how does ASO works? How are you adding tags for your app? In description or?

Thanks
 
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Such a long text but it worth because making a xxx$ is a great amount
 
Hey, could you tell me what are you using for yours ASO? Websites, Softwares? and so on ? :)

And how does ASO works? How are you adding tags for your app? In description or?

Thanks

sensor tower + Google.

For your other questions its not ease to explain here, just search in google for aso and you will find lot of information about how aso works.
 
Its hard to find a decent Trivia & Education app on chupa mobile.

Even if you found one. For which keywords would you rank? Trivia games?
Or do you rank the same keywords as your competitors? What if is a unique game?


Im trying to following this but i always have the feeling i will end up losing money
 
A must do! Thanks man. Looking forward for my first action with this :)
 
What would happen if I didn't reskin the app and just change to name of a low profile app and uploaded onto the play store?
What would happen if I just changed the name and changed the colours of the assets?

Would both of these ban my account?
 
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