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I agree that the issues you raise probably contributed to this apps failure. But I think the underlying point is still an important one. For some reason many
by TomOfTTB 18y ago
I agree that the issues you raise probably contributed to this apps failure. But I think the underlying point is still an important one. For some reason many in the development community seem to see the iPhone as some great untapped market where you can make easy money. When the reality is the iPhone/iPod Touch platform is probably the most competitive market out there right now.
There are already 25,000 iPhone apps after just 8 months and all reports seem to indicate that the growth rate is quickening. So you better have some significant resources behind you if you want to get noticed.
- wallflower 18y agoSome different perspectives/more optimistic experiences: (1) "I never made close to the amount of money iFart did, but my app LifeTimer paid 2 mortgage payments (therefore paying for the dev license AND the iPhone.) My suggestion is to download the SDK first, play with it, and if you get a good start on an app then pay the $100." (2) "I have 41 cheap and simple (but useful) apps on the App Store right now and have been growing my catalog since late July. Each app took me less than a day to do. Some days I've cranked out five apps (and no, they are not the stupid "Countdown till Easter, Countdown till Christmas" apps). I easily have pulled $10k/month for the last 6 months in a row, quit my day job, and now do iPhone stuff full time. I have no employees, no costs (besides tax), minimal no-cost marketing, and no time schedule. I work MAYBE five to ten hours per week on this stuff." http://forums.macrumors.com/showthread.php?t=621564&page=3 http://forums.macrumors.com/showthread.php?t=621564&page... The reality of the iPhone app store is sobering. If you build something average or maybe a little above average, they will not come in droves. I believe if you build something truly kick-ass and inform the right influencers - word of mouth via Twitter will get you on TechCrunch and its ilk in 24 hours or less. I also believe, however, that there will always be a small market for iPhone apps that are relatively novel and/or useful on a daily basis (useful: Tweetie is the best paid Twitter client in my opinion - integrated Summize search). For example of something that is novel, iPhone Pano (guides you through taking six photos and stitches them into a fairly impressive panoramic photo - you used to need Photoshop/Gimp to manually stitch them together). I use it quite a lot. It cost $2.99 and I think I've gotten way more out of it (friends wondering what the heck I was doing with the iPhone and being wow'd by the resulting picture that I emailed once I sync'd with my MacBook). Should I quit with learning iPhone SDK since the market is so competitive? I've rationalized to continue the learning curve (more off than on though) because I want to write some apps that I would personally use. I will probably get the $99/yr license just to deploy my own apps once I make it up the learning curve. It's not about an embarrassment of iPhone app riches - it's about an interesting new hobby - one that your non-geek friends (who likely have an iPhone) might appreciate eventually.
- mmilenko 18y agoAll the statements of course 100% audited and true. Have I got some pills to sell you that will make you huge man!
- pxlpshr 18y ago(2) "I have 41 cheap and simple (but useful) apps on the App Store right now and have been growing my catalog since late July. Each app took me less than a day to do. Some days I've cranked out five apps (and no, they are not the stupid "Countdown till Easter, Countdown till Christmas" apps). I easily have pulled $10k/month for the last 6 months in a row, quit my day job, and now do iPhone stuff full time. I have no employees, no costs (besides tax), minimal no-cost marketing, and no time schedule. I work MAYBE five to ten hours per week on this stuff." ### I can't believe he has the audacity to brag about making 41 crap applications that take less than a day to build. Maybe I'm making a presumptuous statement, but I seriously doubt his apps are as useful as he claims. This is exactly the problem with the store, particularly when you combine it with the broken economics driving it. I'm an iPhone developer and consumer, and my days of searching for great apps are gone because of developers like him. Affluent/older customers are pushed out while the children with hours of time on their hands are searching for .99 novelty apps, so you couple that with 24-hour volume driven charts = perpetual waste land. Now I just wait for the media to report on a cool new app or via twitter, but then this type of group-think strips away the charm of the AppStore in regard to finding awesome indie developer creations. We've got 5 applications (1 is pending approval), and 4 of which took much longer than a month to build before releasing version 1.0. Since version 1.0, we've spent a lot more time than that continuing to improve the products and listening to our customers. We've had modest success but nobody has quit their day job. The problem with guys quoted above, they build these shit apps with limited functionality and no long-term vision, but they insist on gaming the system and releasing 'faux' updates so their shit apps dominate page 1 of each category. In turn, developers who are seriously committed to making a good product are over-shadowed by parasitic profit scrapers and the 30% cut given to Apple for distribution/marketing benefits are minimized. In addition, the 30% cut also makes it difficult to have extra funds to advertise outside of the store for bootstrappers. @wallflower — never quit! Do it because you love it, not because you want easy money like most of the schmucks turning the AppStore into crap. If you have a vision, build it, improve it, support it, and thank your customer. Half these guys don't have a clue about building a consumer product or listening to their customers. If Apple is actually listening to the complaints (speculation that they like the volume-driven charts to churn sales), then the long-tail looks pretty good.