![]() ![]() Zombies was already a model, Doodle Jump was a good example of success, and soon after I started my “indie” life, Cut the Rope was selling a million copies a week. But except for what I call the “jackpots,” there were very few public stories or numbers on the web, and this meant we were a bit in the dark when we started SQUIDS. I have been tracking figures since then, and I’m writing this article to share what I’ve learned with my fellow indie dev buddies who might be in the same position I was, a year and a half ago. In this article, I will present all of the post-mortems and figures I’ve found interesting, and I will also explain how SQUIDS fits into the overall picture. ![]() But first, I would like to quickly give my opinion on few of the App Store myths you may believe if you’re not an experienced iOS developer. There are plenty of ways to view the App Store, but my point is that you might be a bit surprised by what the App Store really means in terms of money. Myth #1: There are so many iPhones and iPads out there that any decent game can make you rich. ![]() This is an easy mistake to make when you try to do the math with your dev buddy during a coffee break. Think kids and teenagers with iPods, for instance.Ī lot of iOS users don’t have a credit card.You just need to reach 0.1% of them with a $1 app and you’ll make $200k!” My warnings: “Okay, there are 200 million users on the App Store. #Doodlejump platform generation java free#Īnd when people say that Angry Birds has reached 200 million downloads, remember that this includes their Lite and Free versions.
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