My iOS app has reached 1 million downloads.
Hi all,
Tiny Piano, my free piano app for iOS, reached 1 million downloads this weekend.
http://itunes.apple.com/app/id477014214
I built it on my own, using the Sparrow framework. I'm happy to answer any questions you all have (e.g., regarding indie iOS development).
Thanks!
Ron
p.s. of course, I'm now getting the "You're submitting too fast. Please slow down. Thanks." error. I'm definitely reading your questions, but I won't be able to answer them until the error goes away. Sorry!
43 comments
[ 3.1 ms ] story [ 87.3 ms ] threadI'm looking into getmoai.com to do cross-platform development.
I first tried cocos2d, probably the most popular 2d game framework for iOS. I built two prototypes with it... but struggled to get either app to a state where I was happy with shipping.
Then, I happened across Sparrow. I realized its architecture was very similar to ActionScript 3. In my previous life, I had built a lot of stuff in Flash. So, I was able to build apps much faster once I found Sparrow.
Recently, I've been keeping my eye on MOAI, which allows you to publish games to both Android and iOS. I might built future games with MOAI.
I just did searches for 2d game toolkits... and I happened to find Sparrow. It was completely open source, and a very clean/simple toolkit, so I liked it immediately.
I'm still looking for a simple/clean/open source JavaScript game toolkit that allows me to deploy to Android + iOS. That would be my dream come true, I think.
This is the closest one I have found: http://impactjs.com/
I hope that future smart phone OS developers allow us indie devs to use JS to make native games. I personally don't truly care if the API is or isn't compatible with HTML5/canvas. As long as it is in JS, I'll be happy. :-)
I actually have gotten used to Objective C, so I don't mind using it. But I feel like there are a lot of JS developers out there who would like to build mobile games. Why make them learn something new?
I think it was a combination of a bunch of factors. I was learning iOS development at the same time as I was learning cocos2d, all while brainstorming and hacking on my first ever mobile app. Thus, every time I couldn't remember / figure out how to do touch handling, or place a sprite at the correct location, etc... I blamed it on cocos2d. :-D Of course, cocos2d is a fine toolkit. Just see how many games people have developed with it!
Before doing iOS development, I had spent my 2.5 previous years doing AS3/JS development. Before that, I spent ~6 yrs doing Java development. Sparrow happened to match my mental model of how graphics, event handlers / touch handling, and animation worked.
So if you have a similar background to me, then do give Sparrow a try!
I want a toolkit that is super easy for one person to work with. I even considered going to Corona at some point, but I am a fan of open source SDKs, so MOAI caught my eye.
I might also take a look at Starling (http://gamua.com/starling/) from the same developer as Sparrow. It allows you to write in AS3 and publish to Android and iOS and Web/Flash.
https://play.google.com/store/apps/details?id=at.allaboutapp...
I'm working on two more titles that will be in the store soon that will be a bit more games-like ..
I feel I got pretty lucky with marketing. My best guess is that word-of-mouth has played a big part in the app's growth. People love to show off, and it turns out that Tiny Piano is a fun way to show off something cool to friends.
But specifically, I have two Facebook pages where people can like my app/company and get updates: https://www.facebook.com/squarepoet https://www.facebook.com/tinypiano
If someone likes my app, it'll show up in their profile. So there's a chance that their friend will also find my app.
I also include an "Email a Friend" button in the app. People use that button to share the app with friends.
As an engineer... I don't enjoy marketing. But I know it's super important, and I'll spend much more time on it going forward.
I might try doing some giveaways (contests) on my FB page. I find that giveaways on sites like engadget tend to generate a lot of traffic.
I've practiced enough that I can make "above average programmer art"... but one day I want to hire a real artist to give my apps that necessary shine that Apple requires to promote your app as an "App of the Week."
If you sign up for a free AppAnnie.com account, you can take a look at the rankings history in the various countries.
The app did really well in China/Taiwan/Hong Kong, because I added the Chinese word for "piano" as a keyword. App Store SEO really helps!
However, I have localized the App Store title, description, and keywords to as many markets as possible. I use Google Translate and my best judgement. Mostly, I just translate the word "piano" into different languages, to improve search. See my German page: http://itunes.apple.com/de/app/tiny-piano/id477014214
This has had a positive impact on sales in Germany, Japan, and Korea.
I noticed you also have in-app purchases. Do you make much money off those?
I do make enough revenue now that I could "build mobile apps" for the rest of my life. Of course, this trend has only been true for about one month. So there are no guarantees... I guess I just need to continue to work hard and crank out new fun apps. :-)
Maybe that's the magic number for free apps? For every 1000 people who try your free app... about 10 to 30 of them will convert to a "paid" user either by buying your IAP or clicking on your ads.
On great days I have seen up to 3% CTR... but usually it's lower than that.
Again, an imperfect stat, since 33% of my active users are still on an older version which does not include the option to buy All Song Packs.
My goal is to make it super compelling to buy the $3 All Song Packs. Maybe one day, I'll have 10 song packs, and still keep the All Song Packs at $3.
Since I am not a big company, I don't need to charge my users up the wazoo. I mean, some games have "virtual coin packs" that you can buy for $99.99!!! I feel that is unethical, since you are basically cheating the end user. Some little kids will buy the $100 coin pack, and their parents will yell at them. From a user's point of view, every time I see that, I think WTF....
As an indie developer... I don't need to make enough revenue to sustain a 30 person company and please my investors. Let's say (eventually) I sell 500,000 "All Song Packs" at $3. That comes out to about 500000 x 3 x 0.7 = approx. $1 million, after Apple's commission. After I pay my taxes, I'll be able to buy a modest house in the Bay Area. So my goals are definitely not beyond reach. And that realization is what allows me to wake up every morning and fire up Xcode. :-)
This is simply because before Tiny Piano was Tiny Piano, it was actually an app called Gravity Guitar: http://itunes.apple.com/app/id431782725
Gravity Guitar is one of my aforementioned duds. Despite its good reviews, since it is a paid app, and since I didn't spend nearly enough effort marketing it, it never got that many downloads.
At some point late last year, I got frustrated and decided to make a new app. I ripped out Gravity Guitar's guts, replaced the art and music, and shipped a new (free) app called Tiny Piano.
Turns out, free >>> $0.99.
I have a site in this niche that offers encouraging tips to ios developers and entrepreneurs.
Would you be up for doing an interview? It'll be all text based.
Email me here: tapha[AT]taphamedia.com and we can get it going if you would like to do it!
My income has only been stable for about a month though, but if I can keep it up, it'll pay me a decent software eng. salary.
It's much safer if I have multiple apps pulling in revenue. That means the revenue graph will smooth out a bit (i.e., if Tiny Piano does poorly one week, another app can cover). Right now, income fluctuates wildly based on downloads and usage.
Two winners will be selected. All you need to do is visit http://www.tinypiano.com/giveaway/ and like the Tiny Piano Facebook page. :-)
Congrats on reaching 1 million.
Could you tell me how you managed to get approval for including songs from artists like Justin Bieber and LMFAO in the app?
Second, I am careful to link out to the artist's content on iTunes and YouTube. So hopefully the music industry understands that I am driving users to their songs. If a user wants to listen to Justin Bieber's Baby, they won't be able to do so within my app. They'll need to go download it from iTunes, or be the 756 millionth viewer on YouTube.
But honestly, I'm not trying to infringe on anyone's content. I just want to make a fun app to drive up interest for various artists and songs (not that Bieber needs my help). But if they contact me and want a particular song removed, I will be happy to do so.