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Sunday, January 2, 2011

Virtual Success!

Success!

     After much struggling for 7 months, a few updates, and some help from GOD,  it seems like our efforts are finally starting to come to fruition.  My Virtual Girlfriend is becoming the success I envisioned it would be.

     In this last update, we included a free or "lite" version of the game, as well as the IPad version and we dropped the price to .$99.  We updated the gameplay, graphics and made some performance improvements as well. We released 2 seperate press releases with different distributors and spent about $1,200 total in marketing.  All these things combined appears to be the magic formula.  It has given us the boost that was needed to propel it into the top 100.   The game is currently getting the recognition it deserves and a steady 4 out of 5 star rating on itunes for both the free and the paid version.  It is currently (at the time of this writing), in the top 100 entertainment apps in 19 countries for iphone and 31 countries for ipad.  The top 3 major ones (because it's localized for english only) are:  America, UK, and Canada, and each of these are ranked around the top 50 currently. This is a HUGE achievement!

     Once you make it into the top 100 of a given category,  people can see your app on the device itself (where most people shop for apps anyway).  This is very important because they can pick it up directly.  If you don't make it to the top 100, your options won't bring you much return on investment.  The higher up the ladder you go, the better.  This is HOW top apps stay on top. You see, Itunes ranks your app by volume of downloads.  If your app has a lot of downloads, it ranks higher up the list.  So as you can imagine - the competition is fierce with over 300,000 apps /games competing for that space.  If you can make it to the top 10, my guess is that you're probably achieving 10,000+ downloads per day.- Such as the case with Rovio's success- Angry birds.

     Well, we are no Angry birds, but we do fill a niche market that appeals to guys, (and suprisingly, quite a few girls too) - just ask @ on twitter.  I found her tweeting about it through a search, enjoying herself playing it.  I'm still in awe, I'ts really fun to reach out to to the people who appreciate your work. Since were committed to our product, we will continue to refine it and make it better with updates.   This is just the beginning of an indie development studio adventure.  We will continue to grow and expand the IP, work on the boyfriend version and I also have a Que of other game ideas to do once we get through these first two.    I learned a lot along the way and i suppose i will continue to learn a lot, but man- what a year!

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