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Yeah, I noticed that as well. Originally I was working on a Flash game, but decided that it was almost impossible to make any money (unless you are Desktop Tower Defense).


How about Android? Seems to be a less saturated market than the iPhone.


I'd be curious as what people thought about this. From what I've read, Android's market share is still very low. However, I suppose that means there are less games/competition.

http://seekingalpha.com/article/132665-mobile-ad-market-shar...


I'm not sure the Android market is any less saturated. The rough numbers I found show fewer apps per device and a higher attach rate for iPod / iTouch:

iPhone + iPod touch sales: 37,000,000

iTunes Apps: 25,000-35,000

Apps downloaded: 1,000,000,000

Device to App ratio 1,480:1 - 1,057:1

Attach rate: 27

G1 sales: 1,000,000

Android Apps: 2,300

Device to App ratio 434:1

Attach rate: 10-15? (hard to find good data)

http://www.leaderpost.com/Technology/store+BlackBerry+Google...

http://www.pcworld.com/article/163671/ipod_touch_iphone_sale...

http://www.techcrunch.com/2009/04/24/most-g1-owners-love-app...


The thing is, Android is a platform that many companies are currently developing hardware for.

In less than a year's time a ton of android handsets are planned to enter circulation. The iPhone is just Apple.

So I'm guessing we have yet to see Androids peak of popularity.


I hope you're right -- I'd be happy to be developing for a more open system.


Thanks all!

Yeah, we're learning that the App Store alone is not enough marketing -- I'm amazed at how many games are released every day.

We've reached out to app review sites (avoiding sites that charge $$ for reviews), which seem to be the lowest hanging fruit (if your game gets good reviews!). Facebook and Twitter are all the rage these days, and we're trying these as well.

However, by far, the most important thing that we did was release a free "Lite" version. Our best single-day sales had been about 75 copies, until our demo version was released yesterday and had over 1300 downloads in a single day, and drove up our sales. I highly recommend this approach.

Funny story about trial versions -- don't call your free version a "DEMO" -- we were rejected by the Apple store last week ("DEMO" phrase is bad, "Lite/Free" is good), and had to wait 7 days for our renamed "Lite" version to be approved and put up for sale.


My new company is called Monkey Wrench Games.

We liked the idea of "mixing up the games industry", and my co-founder had a cool idea for a logo. Oh, and we'd tried 100 other names, and they were either all taken or not-quite-right.

http://www.monkeywrenchgames.com


Cool logo!


HAHAH Thanks!


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