No One Said it Would be Easy

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:

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