The big distorting effect here was that it was available for a long time on iOS before other platforms -- if you wanted the game, initially you had no choice other than iOS. And despite it being significantly more enjoyable on a touch screen, it was ported to Android last out of all the platforms supported.
Anyone know of a major game that had simultaneous releases on both Android and iOS at the same price?
e: Oh, another factor: it was available through the Humble Bundle on Android before it was in the Play store.
I guess I should also mention that it's a pretty fun game. :)
Also, your game didn't spam people constantly to tweet their progress or have the high amount of pretentiousness. Though, I'm sad you never implemented the level boss battles into the game.
Honestly I can think of way more interesting ways to visualize the data than through pie charts. Perhaps they fear showing too much data, but it actually seems quite poorly done with so much interesting data.
I'd be really interested to learn what sort of trajectory the humble bundle had and to what degree each event had a short or long-term impact. I'd be interested to compare profit to the number of units over time.
It's hip with the kids as a bizarre nostalgia item. Can't understand it myself. At shows, you'll often see bands selling cassette tapes with download codes, sometimes as their sole physical media option. It's become way more common in the last five or six years outside of the punk scene. As technologists, it's useful for us to remember that people don't always choose the most technically sound solution.
I'm really surprised that only 1% of sales is from the Mac App store. A good wake up call for me, certainly. Now I want to see a game that is on iOS and XBox live, and the differences in revenue.
Pretty interesting statistics. The one that caught my eye was that Mac App Store accounted for 1% of revenue. That seems low, but damning enough to discourage Mac game development in general? SBSS was out on iOS for a good while (it seemed) before the Mac port...it had a huge push of publicity and rave reviews, so I would suspect that everyone who was conceivably interested in the game got it for iOS. And the universe of people who have a Mac but not either an iPhone, iPod, or iPad, must be pretty small.
The Android numbers don't seem that different compared to other lopsided iOS vs Android sales statistics.
> The Android numbers don't seem that different compared to other lopsided iOS vs Android sales statistics.
Interesting how 77% of Android purchases were made when the app went on sale, versus 14% for iOS. Other articles mention how Android users favor ad-supported free apps above the ad-free $0.99 model.
Personally, the last thing I want to see when playing a game is a disruptive banner ad flashing at the top of screen. Not just games - it's ugly and tacky in just about any app.
I was curious about the super lopsided iOS and Android numbers, as we were discussing these stats earlier in the office, and it seems like Android wouldn't be worth investing in based on these stats alone.
However, the iOS version was released over two years ago (March 24, 2011 on iPad and April 27, 2011 on iPhone) while the Android version was released in November 2012.
I was wondering if these numbers are standard, or is availability the main issue here? Or something else that I haven't thought of?
[+] [-] shardling|12 years ago|reply
Anyone know of a major game that had simultaneous releases on both Android and iOS at the same price?
e: Oh, another factor: it was available through the Humble Bundle on Android before it was in the Play store.
I guess I should also mention that it's a pretty fun game. :)
[+] [-] agent123|12 years ago|reply
[+] [-] petsos|12 years ago|reply
[+] [-] lifeformed|12 years ago|reply
It's a non-mobile game, and has also been on the Humble Bundle. The article has a lot of details like dollar amounts and sales over time.
[+] [-] jmomo|12 years ago|reply
[+] [-] whiskers|12 years ago|reply
I've had a long running dream to produce a game and your soundtrack inspires me to think about it more...
[+] [-] ignostic|12 years ago|reply
I'd be really interested to learn what sort of trajectory the humble bundle had and to what degree each event had a short or long-term impact. I'd be interested to compare profit to the number of units over time.
[+] [-] barbs|12 years ago|reply
[+] [-] unknownian|12 years ago|reply
[+] [-] DanBC|12 years ago|reply
And I speak as someone who enjoys using old junk.
[+] [-] tokenrove|12 years ago|reply
[+] [-] OWaz|12 years ago|reply
[+] [-] scott_karana|12 years ago|reply
Since you can't get iOS games in the humble bundles, that demographic of buyer isn't represented...
[+] [-] xanderstrike|12 years ago|reply
[+] [-] shardling|12 years ago|reply
The bundle does track total money spent per platform (you can specify which you want your purchase to count towards): http://support.humblebundle.com/customer/portal/articles/281...
[+] [-] unknown|12 years ago|reply
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[+] [-] kvnn|12 years ago|reply
[+] [-] danso|12 years ago|reply
The Android numbers don't seem that different compared to other lopsided iOS vs Android sales statistics.
[+] [-] aaronbrethorst|12 years ago|reply
I'd much rather buy OS X games through Steam than the MAS. I'm sure there are a lot of other people who feel the same way.
[+] [-] czhiddy|12 years ago|reply
Interesting how 77% of Android purchases were made when the app went on sale, versus 14% for iOS. Other articles mention how Android users favor ad-supported free apps above the ad-free $0.99 model.
Personally, the last thing I want to see when playing a game is a disruptive banner ad flashing at the top of screen. Not just games - it's ugly and tacky in just about any app.
[+] [-] rocky1138|12 years ago|reply
[+] [-] JonLim|12 years ago|reply
However, the iOS version was released over two years ago (March 24, 2011 on iPad and April 27, 2011 on iPhone) while the Android version was released in November 2012.
I was wondering if these numbers are standard, or is availability the main issue here? Or something else that I haven't thought of?
[+] [-] voltagex_|12 years ago|reply
[+] [-] Yuioup|12 years ago|reply
[+] [-] buster|12 years ago|reply
[+] [-] Uncompetative|12 years ago|reply