And yet they released a month after iOS?
More developers should do iOS exclusives. Maybe then Google would do something about pirating. I don't know how much they can really do though..
Is there really no way to prevent an app from running when it hasn't been verified as purchased?
Poor developers!
I'm surprised it cost nearly a million to develop
Surely that includes some crazy high $/hour wages
Can someone explain to me why it takes so much to develop these games? Is it a graphic design thing? Paying personnel for man-hours?
2.4 million official sales.
10 million installs.
That is a crazy difference to me. Even with installing it on multiply devices and home sharing.
Since a large number of IOS users have multiple devices and IOS has a family share plan the 50% may represent closer to 100% paid installsSo, how many pirated versions are out there?
Only 5% of Monument Valley installs on Android are paid for. 40% on iOS.
Just NO.
You think that most people really install again and again and re-downloading this game?
It's Piracy. (My guess)
"Monument Valley received some negative attention after the expansion was priced at $1.99 in-app by users who believed that the update should be free..." As a (former) shareware developer who sometimes gave away my software and sometimes charged (very little) for it, I was always amazed by the sense of entitlement some people had.The vast majority of users were great, but there were a surprising number that seemed to think they simply deserved awesome software for free, complained about the free stuff not having more features and were outraged at having to pay for the paid stuff. Tip: you don't have to pay for anything, if you don't think its worth the price, don't buy it. And no, nobody "deserves" free software. Be grateful for the awesome stuff developers do, and ask yourself when was the last time you gave away hundred or thousands of hours of your own labour to people you don't know.
But I thought android was winning the OS battle.
And yet they released a month after iOS?
Since a large number of IOS users have multiple devices and IOS has a family share plan the 50% may represent closer to 100% paid installs
Can someone explain to me why it takes so much to develop these games? Is it a graphic design thing? Paying personnel for man-hours?
I'm surprised it cost nearly a million to develop
Surely that includes some crazy high $/hour wages
I would assume most of the game is written in C/C++ and therefore portable. So "breaking out the cost" may not make sense. They probably developed for one platform first and then ported.
2.4 million official sales.
10 million installs.
That is a crazy difference to me. Even with installing it on multiply devices and home sharing.
Congratulations boys! Don't spend all the money on one place and chase away and "experts" that show up in your lobby or just "happen" to bump into you at a random bar or coffee shop.
Invest the money wisely in the next big thing but most of all, set yourself up so you don't have a high cost of living. Buy a house in cash. Get that nice car you always wanted in cash. Go through the women like tissue paper and don't let any of them talk your into an "entrapment baby." Have fun and feel your oats.
Most of all, look out for the "wolf packs" as in a team of con-artists who work together to cheat new money out of their cash. While it is border-line paranoid, there are groups out there that target an individual -- specifically someone with weak family or weak church ties -- where you will find yourself around a half to a full dozen new friends. They can set you up in many ways. That is another talk.
You never see them together but they are working together to cheat you out of your money. A quick $10K to a good private investigator will do a check of a list of new friends to see if they have past con's behind their belt. San Francisco and the South Bay are full of good PIs that can handle this for you.
Remember, the next hit may not be immediate. If I was a product manager here, you have a huge franchising opportunity here from pop-up novels, to clothing, miniature figures and even Halloween costumes.
Looking forward to seeing your crew at WWDC in a few months.
Also, if anyone can't afford a few bucks for a game expansion pack that gives hours of enjoyment, they don't deserve to be playing.
I appreciate that they charged a reasonable amount for the game, I think it was US$3, rather than having a "free" game that requires almost constant in-app purchases to make any progress.
As a fan of M.C. Escher I love the graphics and the music is very well done also.
You release software as soon as it's tested. And expect some defects after release.
It would make sense to choose one platform and test there before testing another. It wouldn't make sense to hold up release of a tested platform.
It would also make sense to release to the most valuable platform first, unless some other platform was significantly less expensive.
I guess this just proves that market share isn't much of a competitive advantage.
But I thought android was winning the OS battle.
More objective, statistical proof that Android's market share means absolutely nothing in terms of revenue or ROI.
There has been a lot of talk and articles published saying how iOS developers are going to need to stop ignoring Android and start developing for both iOS AND Android simultaneous if they want to sustain high revenue. This looks to contradict that, over 80% on iOS alone? Crazy.
I'd choose the iOS only path, over the headache of Android any day with those numbers.
Android with the fragmentation would be longer to develop for and give you 5 to 10 times less money, sure sounds like a "winner" ;-). And this is for games/apps that has good word of mouth coming from IOS.
The breakdown must be even more brutal for more niche and marginal apps.
Considering that most apps don't even break even on IOS, devellopping for Android phones seems insane unless you already have a success on IOS to publicize your game.
Meanwhile, the previous company I was working at made apps for iOS and Android and had ~60% of their revenue from Android.
I guess it depends of the apps![]()