Hey guys, I'm new and just want to share my journey. I'm a software guy, and have been doing it for the last 14 years, working on mostly windows/unix apps with an emphasis on back-end processing. I've always been interested in doing something on my own, and with everything shifting to mobile I wanted to see if I could jump on the opportunity to start my own business. So 2 months ago I left my $83000/year job to pursue this. My business idea is focused on providing marketing/advertising opportunities for clients who want to tap into the mobile audience. I won't go into the details, but I see huge problems in the way advertising is done in mobile apps, and I'm trying to find innovative ways to address and fix these problems.
Since I have 0 experience with mobile software, I decided I should get my feet wet and just start making some apps to get a feel for the market. I intend to incorporate my advertising ideas into them and use them as case studies. To learn the whole app dev process, I decided to start making games. Games are actually quite complex pieces of software (i.e. they have a ui, back-end processing, third-party extensions, etc.) so I figure I'll take away most everything I need for developing apps in doing this.
In April 2014, I started making a game called Soldier Bird Dash. I felt I should do a quick game, since my intent was for this to be a practice run. I basically took the Flappy Bird concept and put a twist on it to make it a bit different yet still familiar. It's actually a bit more complicated than Flappy Bird, as this one has enemies with AI and attacks instead of pipes. I know a lot of people hate this type of game, but realize again, that this is just a practice game to learn the art of app development. I'm not trying to get rich off making games, as there's too much competition in that department to compete with, but if I can make some money on the side from it, I'd consider it a bonus. Anyhow, I finished the game in about 2 weeks with AdMob and Google Play Leaderboard integration. The artwork could be better, as I'm no Rembrandt, but I guess it suffices. The first version was released on April 15 on Google Play.
A week after release, I realized how hard it it is to rank in the app store. I only had about 50+ downloads (mostly from family and friends). I naively thought it would be easier to get downloads because you regularly see even crappy games top the charts for some reason :/. Those guys must be working the system somehow I figure... Anyhow, in order to use this game as a case study, I needed to get more people playing it. So I spent $500 on a non-incentivized PPI service to get some installs. I finally got some eyeballs on it, and it's gotten good reception. The retention is good (60% of people have kept the game for over a month) and I've made $130 from it to date. I'm tempted to shift my main focus to promote this game more, as I feel like if it had more eyeballs on it, I'd make a pretty decent chunk of change. Also, I'm sensing more kids have iOS devices, so I may be hurting myself by not releasing the game to iOS. Anyhow, this is where I'm currently at. Right now, I'm making progress on porting the game to iOS and hope to have it there within the next couple of weeks. I will keep everyone posted on this journey!
Since I have 0 experience with mobile software, I decided I should get my feet wet and just start making some apps to get a feel for the market. I intend to incorporate my advertising ideas into them and use them as case studies. To learn the whole app dev process, I decided to start making games. Games are actually quite complex pieces of software (i.e. they have a ui, back-end processing, third-party extensions, etc.) so I figure I'll take away most everything I need for developing apps in doing this.
In April 2014, I started making a game called Soldier Bird Dash. I felt I should do a quick game, since my intent was for this to be a practice run. I basically took the Flappy Bird concept and put a twist on it to make it a bit different yet still familiar. It's actually a bit more complicated than Flappy Bird, as this one has enemies with AI and attacks instead of pipes. I know a lot of people hate this type of game, but realize again, that this is just a practice game to learn the art of app development. I'm not trying to get rich off making games, as there's too much competition in that department to compete with, but if I can make some money on the side from it, I'd consider it a bonus. Anyhow, I finished the game in about 2 weeks with AdMob and Google Play Leaderboard integration. The artwork could be better, as I'm no Rembrandt, but I guess it suffices. The first version was released on April 15 on Google Play.
A week after release, I realized how hard it it is to rank in the app store. I only had about 50+ downloads (mostly from family and friends). I naively thought it would be easier to get downloads because you regularly see even crappy games top the charts for some reason :/. Those guys must be working the system somehow I figure... Anyhow, in order to use this game as a case study, I needed to get more people playing it. So I spent $500 on a non-incentivized PPI service to get some installs. I finally got some eyeballs on it, and it's gotten good reception. The retention is good (60% of people have kept the game for over a month) and I've made $130 from it to date. I'm tempted to shift my main focus to promote this game more, as I feel like if it had more eyeballs on it, I'd make a pretty decent chunk of change. Also, I'm sensing more kids have iOS devices, so I may be hurting myself by not releasing the game to iOS. Anyhow, this is where I'm currently at. Right now, I'm making progress on porting the game to iOS and hope to have it there within the next couple of weeks. I will keep everyone posted on this journey!
Attachments
Last edited: