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	<title>Comments on: The Slashdot Effect</title>
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	<link>http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/</link>
	<description>The trials and joys of indie games development</description>
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		<title>By: Develop It &#187; iPhone Sales Data</title>
		<link>http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/comment-page-2/#comment-95022</link>
		<dc:creator>Develop It &#187; iPhone Sales Data</dc:creator>
		<pubDate>Tue, 12 Apr 2011 11:08:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=468#comment-95022</guid>
		<description>[...] http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/ [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/" rel="nofollow">http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/</a> [...]</p>
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		<title>By: Peter Lacalamita</title>
		<link>http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/comment-page-2/#comment-62967</link>
		<dc:creator>Peter Lacalamita</dc:creator>
		<pubDate>Thu, 11 Nov 2010 16:34:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=468#comment-62967</guid>
		<description>Hello fellow Canadian...:)
Just wanted to thank you for all your blogging and posts. I&#039;m
new to the app store with my puzzle game 123 POP and it helps alot to read about your experiences. If I can offer a tip to anyone else who is
new to selling apps, I would say to pay alot of attention to the category
that you decide. I myself have learned that certain categories like &quot;puzzle&quot; are harder to ascend than say &quot;kids&quot;. This is my observation
as I&#039;ve seen it with my game.

Cheers!

Peter Lacalamita
www.magneticstudio.com
Creator of
123 POP</description>
		<content:encoded><![CDATA[<p>Hello fellow Canadian&#8230;:)<br />
Just wanted to thank you for all your blogging and posts. I&#8217;m<br />
new to the app store with my puzzle game 123 POP and it helps alot to read about your experiences. If I can offer a tip to anyone else who is<br />
new to selling apps, I would say to pay alot of attention to the category<br />
that you decide. I myself have learned that certain categories like &#8220;puzzle&#8221; are harder to ascend than say &#8220;kids&#8221;. This is my observation<br />
as I&#8217;ve seen it with my game.</p>
<p>Cheers!</p>
<p>Peter Lacalamita<br />
<a href="http://www.magneticstudio.com" rel="nofollow">http://www.magneticstudio.com</a><br />
Creator of<br />
123 POP</p>
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		<title>By: Streaming Colour Studios &#187; Blog Archive &#187; The Numbers Post: Part 2</title>
		<link>http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/comment-page-2/#comment-2588</link>
		<dc:creator>Streaming Colour Studios &#187; Blog Archive &#187; The Numbers Post: Part 2</dc:creator>
		<pubDate>Mon, 27 Apr 2009 14:28:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=468#comment-2588</guid>
		<description>[...] a small sales spike (&#8221;E&#8221; on the graph). You can read more details on that in my &#8220;The Slashdot Effect&#8221; post. Two days later I placed the game on sale for $2.99, which introduced my biggest sales [...]</description>
		<content:encoded><![CDATA[<p>[...] a small sales spike (&#8221;E&#8221; on the graph). You can read more details on that in my &#8220;The Slashdot Effect&#8221; post. Two days later I placed the game on sale for $2.99, which introduced my biggest sales [...]</p>
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		<title>By: Josh</title>
		<link>http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/comment-page-1/#comment-2423</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Thu, 16 Apr 2009 18:35:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=468#comment-2423</guid>
		<description>I think it&#039;s cool you posted your figures to bring some reality to independent game devs. When all everyone hears is the one millionaire, it creates the impression that it&#039;s easy. But it&#039;s not. I&#039;m working as an artist on a game to be released soon, and I want to know the real deal when it comes to sales, even if it isn&#039;t encouraging. It&#039;s a really frustrating market because it seems like very mediocre games can blow up, while good ones get completely ignored.</description>
		<content:encoded><![CDATA[<p>I think it&#8217;s cool you posted your figures to bring some reality to independent game devs. When all everyone hears is the one millionaire, it creates the impression that it&#8217;s easy. But it&#8217;s not. I&#8217;m working as an artist on a game to be released soon, and I want to know the real deal when it comes to sales, even if it isn&#8217;t encouraging. It&#8217;s a really frustrating market because it seems like very mediocre games can blow up, while good ones get completely ignored.</p>
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		<title>By: Pierre</title>
		<link>http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/comment-page-1/#comment-1782</link>
		<dc:creator>Pierre</dc:creator>
		<pubDate>Fri, 27 Mar 2009 04:39:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=468#comment-1782</guid>
		<description>Thanks for posting your data. I am a developer myself and, indeed, $32k isn&#039;t a lot of money to produce a quality app. I would have probably invested as much time as you have and I&#039;m sure a lot of independent programmers out there have already done so. The problem is that very few developers publish their sales data so the only thing the public hears about is the iFart millions. Out of the 25,000 apps on the market, how many are profitable? 165 new apps are published every single day. I&#039;d be surprised if even 5% of these allow their developers (individuals or companies) to make a living or a profit. You did nothing wrong. Thanks for sharing.</description>
		<content:encoded><![CDATA[<p>Thanks for posting your data. I am a developer myself and, indeed, $32k isn&#8217;t a lot of money to produce a quality app. I would have probably invested as much time as you have and I&#8217;m sure a lot of independent programmers out there have already done so. The problem is that very few developers publish their sales data so the only thing the public hears about is the iFart millions. Out of the 25,000 apps on the market, how many are profitable? 165 new apps are published every single day. I&#8217;d be surprised if even 5% of these allow their developers (individuals or companies) to make a living or a profit. You did nothing wrong. Thanks for sharing.</p>
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		<title>By: Ben Tremblay</title>
		<link>http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/comment-page-1/#comment-1657</link>
		<dc:creator>Ben Tremblay</dc:creator>
		<pubDate>Mon, 23 Mar 2009 04:10:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=468#comment-1657</guid>
		<description>I think a lot of geeks are young, living with their parents, idealist slash communists because, 32k for a a game that took 6 months to develop is very, very good.

5$, is also very affordable for a polished game. I&#039;m used to the 10$ for the XBLA price range.

EVERY TIME a developer has talked about some difficulties we always see people who don&#039;t seem to grasp the concept of earning a living and paying bills unsheathe their socialist swords and spill out angry words at the dreaded person who wishes for financial success.

If I have one thing to say: if you feel your game is good enough, consider Steam and XBLA!</description>
		<content:encoded><![CDATA[<p>I think a lot of geeks are young, living with their parents, idealist slash communists because, 32k for a a game that took 6 months to develop is very, very good.</p>
<p>5$, is also very affordable for a polished game. I&#8217;m used to the 10$ for the XBLA price range.</p>
<p>EVERY TIME a developer has talked about some difficulties we always see people who don&#8217;t seem to grasp the concept of earning a living and paying bills unsheathe their socialist swords and spill out angry words at the dreaded person who wishes for financial success.</p>
<p>If I have one thing to say: if you feel your game is good enough, consider Steam and XBLA!</p>
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		<title>By: Mike</title>
		<link>http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/comment-page-1/#comment-1647</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Sun, 22 Mar 2009 20:29:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=468#comment-1647</guid>
		<description>the only people who i think might be upset about you posting your real figures might be Apple, as they are the ones who make money off every sale and need a continuous stream of new apps for impulse buying. i think your post does a service to the dev community for which i applaud you.

i noticed that someone gave figures for their 99c game and their sales were about 4x yours (he said he sold 422 units), so it seems that there is not a nonlinear price-demand curve. i know it&#039;s not comparing apples to apples (if you&#039;ll excuse the pun) but it does reveal something about the effect of pricing on sales. 

i&#039;ve had many friends approach me to develop games with them in the belief &quot;there&#039;s gold in them their hills!&quot; i&#039;ve always contended that the people making the money will be the shopkeepers. your post seems to support this suspicion. 

i also  hope that it might be provide some realization to the cracking community that often they are hurting the little guy. 

i hope your experience leads developers to work on projects that are more meaningful/useful, so if they don&#039;t make money they can feel they have made a contribution in some other area. let&#039;s face it, does world need another color matching game. when i see people tapping away at games on their i-blahs what immediately comes to mind are the experiments that B. F. Skinner did with pigeons tapping buttons for food pellets.</description>
		<content:encoded><![CDATA[<p>the only people who i think might be upset about you posting your real figures might be Apple, as they are the ones who make money off every sale and need a continuous stream of new apps for impulse buying. i think your post does a service to the dev community for which i applaud you.</p>
<p>i noticed that someone gave figures for their 99c game and their sales were about 4x yours (he said he sold 422 units), so it seems that there is not a nonlinear price-demand curve. i know it&#8217;s not comparing apples to apples (if you&#8217;ll excuse the pun) but it does reveal something about the effect of pricing on sales. </p>
<p>i&#8217;ve had many friends approach me to develop games with them in the belief &#8220;there&#8217;s gold in them their hills!&#8221; i&#8217;ve always contended that the people making the money will be the shopkeepers. your post seems to support this suspicion. </p>
<p>i also  hope that it might be provide some realization to the cracking community that often they are hurting the little guy. </p>
<p>i hope your experience leads developers to work on projects that are more meaningful/useful, so if they don&#8217;t make money they can feel they have made a contribution in some other area. let&#8217;s face it, does world need another color matching game. when i see people tapping away at games on their i-blahs what immediately comes to mind are the experiments that B. F. Skinner did with pigeons tapping buttons for food pellets.</p>
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		<title>By: Jimm</title>
		<link>http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/comment-page-1/#comment-1632</link>
		<dc:creator>Jimm</dc:creator>
		<pubDate>Sun, 22 Mar 2009 05:16:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=468#comment-1632</guid>
		<description>I hear you brother! Our app, Hot Radar, just hit the store and we are holding our collective breath. I think it is great to share numbers, unless you don&#039;t want the gov&#039;t to know! I have been trying to figure out how to promote, giving out promo codes etc. I have learned a lot in a short period of time and I am still not sure which way is best. All I know is that if Apple likes you it helps and don&#039;t over spend in development so you have something left to advertise with. I love your app and I am a bit discouraged it hasn&#039;t done better but it could be featured somewhere at any time and if you look at my plan, which is &quot;I want to sell this much over the whole year&quot;, then you still have time to make up much of the difference. Good luck... to both of us.</description>
		<content:encoded><![CDATA[<p>I hear you brother! Our app, Hot Radar, just hit the store and we are holding our collective breath. I think it is great to share numbers, unless you don&#8217;t want the gov&#8217;t to know! I have been trying to figure out how to promote, giving out promo codes etc. I have learned a lot in a short period of time and I am still not sure which way is best. All I know is that if Apple likes you it helps and don&#8217;t over spend in development so you have something left to advertise with. I love your app and I am a bit discouraged it hasn&#8217;t done better but it could be featured somewhere at any time and if you look at my plan, which is &#8220;I want to sell this much over the whole year&#8221;, then you still have time to make up much of the difference. Good luck&#8230; to both of us.</p>
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		<title>By: How to Deal with Poor Early App Store Performance &#124; Making iCombat</title>
		<link>http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/comment-page-1/#comment-1606</link>
		<dc:creator>How to Deal with Poor Early App Store Performance &#124; Making iCombat</dc:creator>
		<pubDate>Sat, 21 Mar 2009 03:55:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=468#comment-1606</guid>
		<description>[...] discussion around the pros and cons of Owen&#8217;s marketing strategy but check out the full story here if you are interested (also check out Owen&#8217;s awesome slides on his experience with Dapple [...]</description>
		<content:encoded><![CDATA[<p>[...] discussion around the pros and cons of Owen&#8217;s marketing strategy but check out the full story here if you are interested (also check out Owen&#8217;s awesome slides on his experience with Dapple [...]</p>
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		<title>By: phu</title>
		<link>http://www.streamingcolour.com/blog/2009/03/11/the-slashdot-effect/comment-page-1/#comment-1593</link>
		<dc:creator>phu</dc:creator>
		<pubDate>Fri, 20 Mar 2009 21:27:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.streamingcolour.com/blog/?p=468#comment-1593</guid>
		<description>Don&#039;t get discouraged by slashdotters!  I&#039;m glad to hear your sales got a little boost, and I think in the end the publicity will help your company.  I do, however, think you&#039;re on the ball with keeping your sales figures between you and other iPhone devs.

Most people don&#039;t understand the effort and sacrifice that goes into something like this.  I&#039;m a programmer (though not for the iPhone; I&#039;m a G1 guy!), and while I have not gone through the entire development cycle on an indie game (HUGE congrats to you on making it work), I can appreciate the time and intellectual elbow grease that goes into it.

Don&#039;t doubt your decision to post those numbers; you upheld your integrity, if nothing else, and brought in a lot of traffic from interested people who didn&#039;t know how interested they were.

Great work!</description>
		<content:encoded><![CDATA[<p>Don&#8217;t get discouraged by slashdotters!  I&#8217;m glad to hear your sales got a little boost, and I think in the end the publicity will help your company.  I do, however, think you&#8217;re on the ball with keeping your sales figures between you and other iPhone devs.</p>
<p>Most people don&#8217;t understand the effort and sacrifice that goes into something like this.  I&#8217;m a programmer (though not for the iPhone; I&#8217;m a G1 guy!), and while I have not gone through the entire development cycle on an indie game (HUGE congrats to you on making it work), I can appreciate the time and intellectual elbow grease that goes into it.</p>
<p>Don&#8217;t doubt your decision to post those numbers; you upheld your integrity, if nothing else, and brought in a lot of traffic from interested people who didn&#8217;t know how interested they were.</p>
<p>Great work!</p>
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