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That's reality of uncertainties/risks in life and business. There are no guarantees until the acquiring company's funds transfers clear and the accounting dept
by bro-stick 11y ago
That's reality of uncertainties/risks in life and business. There are no guarantees until the acquiring company's funds transfers clear and the accounting dept transfers it to your estate trust in Bermuda or other passport-for-sale island nation. Publishing a two weekend simple, beautiful iOS app with nice 99designs assets makes it easy for people to buy it. Android apps margins are terrible, the best apps are one-time utility apps which charge more for something because they immediately save the user time and money (unlimited vehicle history VIN lookups, automatically decide what to have for dinner based on preferences and not what I had in the last two months).
Ad supported free OTOH infinite running cool but a little crappy games are great for selling more conversions to better paid apps (CandyCrush). They're also more profitable on Android since users expect mode of "something for nothing" as opposed to the Apple tax. Often with games and other non-one-time-useful and non-business-critical apps, in-app purchase of ad removal, virtual currency buy/offers is the way to go rather than paid. But it depends on the quality expectations of the app too.
Generally, If someone believes they can't, even if they may have the aptitude, they'll never know. That is the greatest regret and waste of talent imaginable. One also has to be clear and honest about one's/others' capabilities/needs in order to not get stuck in wandering in wantrepreneur land.
Finally, startup people are most similar to special forces badasses... able to get sh*t done, figure it out and eventually win.