Archive for February, 2009
Numbers Post Coming Soon
Friday, February 27th, 2009
I’ve had a lot of people asking me about how Dapple is selling and a lot of people speculating about how many millions of copies of Dapple I must have sold after Kotaku reviewed the game.
As I promised when I started writing this blog (nearly 8 months ago now), I will share some sales number and I will try to provide as much data as I can. I’ll also share some budget numbers with you, my faithful readers. However, just not yet. Patience is a virtue, my friends.
I’m flying out to San Jose on Sunday morning for 360iDev and I’ll be back in Canada next Thursday night. By the following week I should be ready to post some preliminary numbers.
If I can find the time, I may post from San Jose. I should be on Twitter at least a couple of times a day too. I’m really looking forward to the conference, as it looks like there are at least one or two presentations I want to see in every time slot! How to choose?!
If I don’t get a chance to post, see you in a week!
Owen
First Dapple Reviews!
Tuesday, February 24th, 2009
Dapple reviews are starting to come out! Not only that, but they’re very good reviews! Woo hoo!
- Dapple Micro-Review: A Rainbow for the Colorblind (www.kotaku.com) – “Dapple quickly became my favorite timekiller on the iPhone.”
- The most Colorful game I’ve ever seen- Dapple (andysreviews.wordpress.com) – “Overall Dapple is one of the best color matching games on the app store.”
Getting a review on Kotaku is a huge win for an indie company like Streaming Colour. Kotaku gets a lot of hits (the review has already had over 1400 views and it’s been up for 90 minutes). Here’s hoping a few people who read the review will buy the game.
It’s been an extremely exciting day for me, one that I’m not likely to forget soon.
I will continue to post reviews as they come in. It’s looking like I should have a few more out later this week and early next week. Stay tuned…
Owen
No One Said it Would be Easy
Friday, February 20th, 2009
Astute readers who have been reading the blog for a long time will notice that I just reused a previous post’s title. That’s ok, the title still works, so I’m using it again.
I haven’t been posting a lot lately for two reasons:
1) I’ve been busy working on my 360|iDev presentation and I’ve been trying to minimize distractions. It’s coming along nicely. The big problem is trying to cut back everything I wanted to talk about into the length of time I have to talk.
2) I haven’t had much Dapple news to talk about.
Dapple has been on sale in the App Store for 7 days now. It’s impossible to draw any kind of conclusions from such a short time on sale, so I won’t even attempt it. I’ve had a lot of people asking me about sales numbers and I’m not ready to share that yet. Let’s just say that I’ve been less than thrilled with sales so far.
That being said, I am still hopeful for Dapple. The sales so far have been based entirely on word of mouth and based on my tweets on Twitter. My hope is that sales will pick up once I get some reviews out there on the web. I sent out a lot of copies to review sites earlier this week, so hopefully we should see some game reviews start to show up in the next week or two.
Right now my biggest problem is just getting the word out that the game exists and that it’s worth people’s $4.99. Without reviews, that’s hard.
This last week has also reinforced the need for a “Lite” version of Dapple sooner rather than later. I think people are hesitant to spend the $5 on a game they can’t try. I think reviews combined with a Lite version could be a real boost to sales.
My priority right now is finishing my 360|iDev presentation, but then I’ll probably start working on Dapple Lite immediately afterward. I was originally planning to wait until March to start working on that and give myself a bit of a break, but it’s not looking like that’s a good idea anymore.
One thing that helps with all of this is knowing that other devs are struggling with the same issues I am. Mike Kasprzak, creator of Smiles, the critically acclaimed iPhone title and finalist for the IGF Mobile Best Game Award, posted an honest look at the sales of his game:
- A Cheerfully Blunt Road Map (www.toonormal.com)
But all of this raises doubts in my mind about the long-term viability of quality titles on the iPhone store. If “farting” applications are going to continue to be the top selling applications on the store, is there any point in spending 6 months developing a high quality title that won’t sell? I really hope that there is a way that it can work, both for the sake of iPhone developers and for iPhone consumers.
Well, this post is coming off more pessimistic than I had originally intended it to. I am confident that Dapple’s sales will pick up once I can get some reviews out for the game and once I can get a Lite version out. Here’s to the future!
Owen





