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The problem with any industry (whether it's books, music, movies, restaurants, web apps, mobile apps, consumer products) is that the ones at the low end of the
by muhfuhkuh 16y ago
The problem with any industry (whether it's books, music, movies, restaurants, web apps, mobile apps, consumer products) is that the ones at the low end of the spectrum generally share the following attributes:
1) They are either of very low quality compared to others at the top, or are complete garbage and are generally not worth buying at all
2) They are generic me-too rip-offs of existing popular brands or products
3) They try to fill a niche that doesn't readily need to be filled or isn't well-understood
4) Lazy marketing/communication or, worse, "build it and they will come" complacent genius attitude
There is a reason that companies like taptaptap can continue making _at least_ a half-million dollars in revenue on their apps consistently. You've got to take a look at the mid-section of the app store rankings to get a feel for what the real, unhyped apps are doing, and why they are successful.
What I mean is, take a look at the apps at #75 to #150 on the app store chart. You get a good cross-section of apps in all categories _and_ price points. Let's also remember that, if figures from past blog entries about app store sales-to-rank correlations generally hold true from day to day, apps in that mid-section are generally getting between 400 to 1000 sales a day. Link that to a sales price of, say, 4.99, and you're looking at some serious money per diem, even after Apple's cut.
That's where the true beauty of the "Gross sales" chart comes into use. It's less of a popularity contest or crapshoot, because I've seen indie companies with little to almost no brand relevance clinging to that mid-section rankings for well over a year, and some of them are priced above 99 cents (in a few instances, well above).
What it really boils down to is quality. If you don't have anything worth selling, I guess no one will buy it. Furthermore, it's really hard to determine if what you're doing is worth buying to the general iPhone or Android smartphone user. Put another way, if you take everyone playing in your space, would _you_ choose your work over the competition? If not, why not? Because I can tell you this right now: Most, if not all, of the apps that have ever kissed the top 10 rankings on the app store were made by 2-4 person teams and took a few months of full-time work to complete. The ones that stick around update _constantly_ or are established brands. There are some flash in the pans that make it to the top but if you look closer, they are either building hype elsewhere (such as with a free facebook or flash app) or fills a niche in Utilities that heretofore haven't been well-served.
- scrrr 16y ago4) Lazy marketing: Hm. What steps would you take to promote an iPhone (or Android) app, assuming it's a well-made app that doesn't fall into the categories 1) to 3)?
- jim_dot 16y agoWhat's stopping you from promoting an iPhone or Android app like any other software?
- muhfuhkuh 16y agoThis is where the test of true value comes into play, for both your app and the person promoting your app (who could easily be the person who created it). Here's some starters. Note that none of these cost anything really, unless you outsource any part of this: 0) One little way I've seen some devs do it, and this isn't really true of everyone, is they have a developer blog or diary with little snippets of code or screenshots or balsamiq mockups or character sketches for games, to build hype. I see streetwear clothing brands do this all the time, and it captures the energy of the product before you even see the finished product. 1) Get active on boards and social groups that have alot of members that would take their interests to their phone. If you're an automobile mile-per-gallon (MPG) calculating app, frequent some hypermiling or green-car (or even general automotive) blogs and forums, get active, and then tell the site admin that you've got an app for that and that you'll promise them a promo code if they can review it. Be prepared for all kinds of tricks back from them (especially if the site is popular). If you want to make a deal (payola review, promotion, etc.), go ahead and make it. You don't generally have to do much with the smaller niche sites, though. A promo code will probably do it. You can also PM one of the board moderators or senior members if they want to take a look at the app as well. Could be worth it. 2) This doesn't really work with games (though it could, I guess), but if it's not a game app, SEO your product website, per instructions on patio11's blog: http://www.kalzumeus.com/2010/07/17/seo-for-software-companies/ http://www.kalzumeus.com/2010/07/17/seo-for-software-compani... 3) When it comes out, Facebook wall, tweet, prweb announce, etc the launch. The usual stuff that $19.99 "e-marketing" ebooks tell you to do but you should know from reading HN every day anyway :) That stuff's easy.
- 16y ago