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407879 Posts in 13860 Topics- by 26277 Members - Latest Member: gonna24you

July 31, 2010, 06:05:38 PM
TIGSource ForumsCommunityFeedback (Moderator: Guert)wurdle (iPhone)
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AdamAtomic
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« Reply #30 on: August 23, 2008, 09:23:20 PM »

 Gentleman

Just wanted to post an update, for anybody who was interested.  Basically, we peaked on Official Day #1 with that wild 300 units sold number, and steadily decreased to our all time low of about 90 units (#65 or something in the top paid games list) just this past Thursday (a couple of days ago).  We got a nice, two-line writeup in the mac community uber-blog Daring Fireball on Friday (yesterday) night, and suddenly things were...different.  We're currently the #53 app overall and the #25 game, and still going up.  Somewhere in there we got tweeted a bunch, and about a hojillion blogs all syndicate Daring Fireball's content, so word about wurdle has been spreading really fast the last day or two.  We live in a mighty strange world!

Meanwhile we are working on completing the v1.1 update, with bug fixes, better online scoring, new sounds, some new graphics, and a couple of pretty cool new features.  We'll submit the update and the "lite" (free) version of the game sometime this week I think.  This update should address most of the feedback we've  gotten here and in the app store I hope.

I really don't know what moral to take from this experience yet.  Some thoughts:

1 - Your scope can be small as long as your work is polished
2 - iPhone consumers are much more into games than I ever expected
3 - Low price, combined with aforementioned polish seems to be a powerful COMBO

That last one is more than a little tricky though.  I think for the hours people put into it, Wurdle is worth way more than $1.99.  But I'm also fairly certain that none of these influential blogs that we never actually contacted would have picked it up on a whim if it was a pricier title.  We've also been getting really...hyperbolic reviews due to the perceived difference in price and apparent game quality, which as a first time developer with no reputation, licenses or experience on the platform has been quite a boon I think.

My thoughts so far anyways!  Hope they are of some use to someone Tongue

Finally, we've done well over 1500 sales in our first week and a half of being on the store, which is really exciting and encouraging.  Onward, and I hope upward!
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« Reply #31 on: August 23, 2008, 10:19:01 PM »

Haha yeah, I saw the namedrop in Daring Fireball and figured it'd net you a ton of traffic.  Congrats on the success!
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Bennett
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« Reply #32 on: August 24, 2008, 07:28:04 AM »

I think for the hours people put into it, Wurdle is worth way more than $1.99.

That's not the right way to think about it. You have to compare the hours you put into it to the total revenues you make.

Congratulations on your success, by the way!
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AdamAtomic
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« Reply #33 on: August 24, 2008, 08:26:34 AM »

I think for the hours people put into it, Wurdle is worth way more than $1.99.

That's not the right way to think about it. You have to compare the hours you put into it to the total revenues you make.

Congratulations on your success, by the way!

Well that's not exactly the right way to think about it either, I think both perspectives are valid though.  Yeah, "success" can be defined as simply having your time repaid, but if you're going to be selling a product I think that pricing should really be more about what the product is WORTH, rather than how much time you put into it.  It drives me nuts that Super Mario Galaxy is cheaper than like...4x4 OffRoad Quad Racer 3.  Better games should cost more!  But, like I said, I think that pricing iPhone games at $.99 or $1.99 can put them in this funny position where if the game is decent at all, you can't not buy it.  The built-in marketplace and easy downloading is so impulse-buy oriented that I think making these small but polished games that you can afford to price the way you would price a song has had a lot to do with Wurdle's popularity.

I think we also got very lucky because word games are not so much a niche on the iPhone, and more of a like powerhouse genre, sort of the FPS of the iPhone!
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AdamAtomic
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« Reply #34 on: August 25, 2008, 07:22:30 AM »

Looks like we've just poked through the 3000 copies mark!  This was a good first 2 weeks.
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Bennett
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« Reply #35 on: August 25, 2008, 08:31:17 AM »

I just posted my first app to the store. It's not a game, it's just an experiment really. The game is coming along well though! One of the nice things about their setup is that once you have all your paperwork done, you can just go crazy posting games to the store.

I really hope a few indie devs get on board - the iphone could be the ultimate indie gaming portable!
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« Reply #36 on: September 16, 2008, 12:16:37 PM »

Holy crap, wurdle is #9 paid app in the store!   Shocked
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« Reply #37 on: September 16, 2008, 03:52:45 PM »

I just read an article about iPhone development that says part of Apple's NDA prohibits one from talking about development with other developers.  Everybody has to make mistakes for themselves?  Coding in a vacuum?

Huh?
« Last Edit: September 17, 2008, 09:02:41 AM by shrapnel » Logged

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AdamAtomic
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« Reply #38 on: September 16, 2008, 11:38:50 PM »

I ah actually haven't read the contract, and probably should...
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AdamAtomic
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« Reply #39 on: September 23, 2008, 06:29:46 AM »

The update is finally out!  Hopefully this addresses most of your feedback and suggestions.  Our next update should include some cooler online high score stuff and also some hopefully better international support!
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« Reply #40 on: December 30, 2008, 05:19:53 AM »

Check out WordsWorth http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=299508161&mt=8 on the App Store. It is similar to Bookworm.
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« Reply #41 on: December 30, 2008, 05:32:05 AM »

Check out WordsWorth http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=299508161&mt=8 on the App Store. It is similar to Bookworm.
one hot dog?
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