The Anatomy of an EPIC App Store Sale: The story of Ow My Balls!

Discussion in 'Public Game Developers Forum' started by zeromhz, May 11, 2010.

  1. zeromhz

    zeromhz Well-Known Member

    Apr 25, 2009
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    #1 zeromhz, May 11, 2010
    Last edited: May 11, 2010
    hey everyone,

    i've just posted a full write-up with stats on "Ow My Balls!" epic rise from nowhere to #1 and back to nowhere. if you're considering putting your app on sale, this is worth a read.

    http://www.owmyballsthegame.com/?p=728

    enjoy,

    -josh
     
  2. headcaseGames

    headcaseGames Well-Known Member

    Jun 26, 2009
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    Mobile Game Developer
    Hollywood, CA
    Excellent read. I am always soaking up this kinda stuff whenever another dev goes through all the trouble to document all the ups and downs of their experience in this crazy marketplace - kudos too for actually giving figures!

    We just released an app (our second) and are at the beginning, I hope, of a similar journey of some sort, we'll see. Lots of experimentation, being edgy, and trying to (drastically) temper expectations garnished with a heavy degree of patience and thoughtful stick-to-it-ivness seems to be the order of the day.

    Good luck with your continued perseverance :) And that's awesome how high you climbed!
     
  3. zeromhz

    zeromhz Well-Known Member

    Apr 25, 2009
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    thanks man, really glad you find the data useful. being indie is a real struggle, but in the long run it's worth it if you can ride out the bumps.
     
  4. Zincous

    Zincous Well-Known Member

    Dec 23, 2008
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    Sacramento, CA
    Excellent post. Enjoyed reading it, thanks.
     
  5. sam the lion

    sam the lion Well-Known Member

    Jan 12, 2009
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    nice story. I agree that free+DLC seems to be a right strategy for the games that simply didn't sell otherwise - free downloaders still get a nice amount of content for free (I mean, it was initially meant to be paid), and if they like it, devs will likely get some money out of the free exposure.
     
  6. RevolvingDoor

    RevolvingDoor Well-Known Member

    Dec 13, 2009
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    Thanks a lot for sharing all this information! Great read, a lot of good lessons here.
     
  7. Undercoders

    Undercoders Well-Known Member

    That was a very nice read, thanks for sharing the information!
     
  8. Erik32

    Erik32 Member

    Feb 9, 2009
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    You lamented the fact that you hadn't added DLC to the app before putting it out for free, since you now can't monetize against that user base. But is that the case? If you add DLC to the app won't those 1.1M users have the opportunity to upgrade, and thus have access to the DLC?

    For sure the exposure would not be the same as it would have been had there been DLC at the moment. Only a portion will upgrade, and a large portion have probably already moved on. But it is an opportunity nonetheless, and you are in a better position than most with > 1M user base.
     
  9. Eli

    Eli ᕕ┌◕ᗜ◕┐ᕗ
    Staff Member Patreon Silver Patreon Gold

    "Ow My Balls! is the Citizen Kane of iPhone gaming." -Eli Hodapp, TouchArcade.com

    Please add this to the iTunes description.
     
  10. mehware

    mehware Well-Known Member

    Nov 22, 2008
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    Thanks for that article.
     
  11. Stroffolino

    Stroffolino Well-Known Member
    Patreon Silver

    Apr 28, 2009
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    Software Engineer
    Pennsylvania
    Really nice writeup. And I agree that users seem to be generally uninterested in 'lite' apps these days.

    I think the reasons include:
    - there have been a lot of lite apps that are ad heavy or stripped down that they're almost unpleasant to play.
    - there are tons of quality, free, already-ranked, complete games available in the AppStore. It's hard to complete with that.

    As this experiment shows, there's currently tremendous interest in pay apps that get discounted down to free. But I'd bet on this trend going away over the next six months, as more and more developers attempt to take advantage of this.
     
  12. sureshvs

    sureshvs Well-Known Member

    That's great information. Thanks for sharing the info. It's good to see such detailed analysis.
     
  13. zeromhz

    zeromhz Well-Known Member

    Apr 25, 2009
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    great observation. it is true, we could go back and monetize some portion of the users we got during the sale. but if we'd had IAP on before the sale, we could have just let the sale keep going. we could have easily hit 3M players in 3-4 weeks which would have been substantially better. plus the immediacy is gone. if the IAP is there the first time someone plays the game, if the game really excites them they'll buy the IAP. now it would be coming weeks later after most people have put the game down.

    -josh

     
  14. zeromhz

    zeromhz Well-Known Member

    Apr 25, 2009
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    done! :)
     
  15. GavinBowman

    GavinBowman Well-Known Member

    Great read, thanks for the write up... and congratulations on the success of the sale.
     
  16. TinyTechnician

    TinyTechnician Well-Known Member

    Apr 21, 2010
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    Developer
    Los Angeles
    Wow, great article. Lots of information there, thanks for sharing!
     
  17. fallenashes

    fallenashes Well-Known Member

    Jan 4, 2010
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    yes
    Very good article, but I one thing I noticed is that if you make your app free, ratings WILL go down (and yes there are exceptions, but not many), so I was wondering if my little idea to counter this would work.

    1. Have an update prepared, and submit it so it hopefully is released after the sale
    2. Make your app free, and if you get famous, like this, watch the rating goes down.
    3. After the sale ends, Reward the people who kept the app and who liked it with a nice update, which gets rid of the flood of 1-star apps, and gives them incentive to up their rating.
     
  18. MrBlue

    MrBlue Well-Known Member

    Sep 3, 2008
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    iPhone Developer
    Yup. This works to a degree. There is still an average star rating for all versions.

    You can also do what that Gangstaz and similar apps do. Give the player something in-game for leaving a 5* review. I think this is far more effective.
     
  19. TinyTechnician

    TinyTechnician Well-Known Member

    Apr 21, 2010
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    Los Angeles
    How does Gangstaz and similar apps give player's something in-game for leaving a 5* review? I'm not familiar with these apps and just curious what the code/mechanics of this is. How does the app know if you left a 5* review?
     
  20. meanstreak

    meanstreak Well-Known Member

    Sep 18, 2009
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    Independent game designer
    Toronto
    Hey, lots of useful information in there! Thanks for the awesome writeup!
     

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