I dont think my last comment posted, but anyways personally my own apps have sold nearly 5 times as much on iOS than Android, and that's with the same marketing.
Personally, with the same marketing, I've seen nearly 5 (five!) times the sales of the same apps I've made on iOS as compared to Android. I love both platforms, but I spend most of my energy bringing my stuff to iOS.
There a lot of forums with talented artists out there as well. Always ask for a portfolio, and always remember to make all your art as polished as you can. You are going against giant publishers on the App Store after all :-).
@collinc
Great job on your game! I've been developing on the app store for a year now, if you ever need some marketing advice feel free to hit me up. I've tried a lot of things and had success and failures.
This is what we devs like to call a "falling objects" game. The premise has been around for a long time, but this type of game sits well with iOS users because the touch screen plays to the game (it's all about having quick reflexes). I almost had it finished for html5, but it just isn't fun playing with a mouse.
As soon as I brush up on java script, I might port it to Droid. Thanks for your interest!
"This kind of a game is pretty much the epitome of unoriginal quick buck-ness."
All profit has gone to charity ;-). Trust me, I have a long ways to go before making any real money. The reality of the app store, and most people don't realize this, is that your sales drop dramatically after the first 5 days. If you aren't featured by Apple, you are going to have rough time. Luckily, this is a hobby that I absolutely love, and don't count on for money.
I appreciate your input! I definitely hear where you are coming from, but understand that this is the first game I've ever developed. It definitely wasn't/isn't intended for a "quick buck". In fact, I made it free for today if anyone wants to try :-). And the profit that is has made has gone to benefit Joplin, Missouri tornado victims. I do what I do because I love video games, and hopefully as I learn more and more, I can make better and better apps. For a first go, I'm quite proud of it.
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Sep 26th 2011 10:11AM (Joystiq)There a lot of forums with talented artists out there as well. Always ask for a portfolio, and always remember to make all your art as polished as you can. You are going against giant publishers on the App Store after all :-).
@collinc
Great job on your game! I've been developing on the app store for a year now, if you ever need some marketing advice feel free to hit me up. I've tried a lot of things and had success and failures.
The Joystiq Indie Pitch: Tap Them
Sep 5th 2011 2:30AM (Joystiq)Hey there,
This is what we devs like to call a "falling objects" game. The premise has been around for a long time, but this type of game sits well with iOS users because the touch screen plays to the game (it's all about having quick reflexes). I almost had it finished for html5, but it just isn't fun playing with a mouse.
As soon as I brush up on java script, I might port it to Droid. Thanks for your interest!
The Joystiq Indie Pitch: Tap Them
Sep 5th 2011 2:27AM (Joystiq)"This kind of a game is pretty much the epitome of unoriginal quick buck-ness."
All profit has gone to charity ;-). Trust me, I have a long ways to go before making any real money. The reality of the app store, and most people don't realize this, is that your sales drop dramatically after the first 5 days. If you aren't featured by Apple, you are going to have rough time. Luckily, this is a hobby that I absolutely love, and don't count on for money.
The Joystiq Indie Pitch: Tap Them
Sep 5th 2011 2:16AM (Joystiq)I appreciate your input! I definitely hear where you are coming from, but understand that this is the first game I've ever developed. It definitely wasn't/isn't intended for a "quick buck". In fact, I made it free for today if anyone wants to try :-). And the profit that is has made has gone to benefit Joplin, Missouri tornado victims. I do what I do because I love video games, and hopefully as I learn more and more, I can make better and better apps. For a first go, I'm quite proud of it.