How I reached 2’000’000 downloads on the app store
March 28, 2013
So the big question is: How did I manage it to improve my downloads so much without any marketing and advertising.
Well, the popular app stores like iTunes, google Play or amazon are complex, very dynamic ecosystems.
It’s very hard to make good predictions. Often you’ll hear things like “Make a quality product and you will make money!”.
I’m very sorry to disappoint you but in my experience this is NOT true.
I’ve seen so many developers that worked hard on their game for many, many months. They created a fantastic end result. They released their amazing game and…… NOTHING happend. No Downloads. And “no downloads” equals to “no revenue”. So sure, quality is important, but it doesn’t guarantee you anything.
With this in mind I choose another strategy. My assumption was: Make more apps and you will get more downloads.More downloads = more revenue.
So with this in mind I focused to improve my workflow and tried to cut down the development time of my apps. I don’t want to get too technical but what I’ve mainly did to achieve this was:
- I’ve created a “framework/codebase” for fast prototyping and developing games (reusable components, cross platform, data driven, a scripting language for easy customize existing games/components, tools/editors that integrate well into the workflow)
- An easy workflow with lots of automation to create, maintain and publish an app as well as maintain assets and marketing material (description, keywords, screenshots, icons, resolutions for different stores etc.)
- Re-Skin existing apps for another target audience (with no or less coding involved)