I built an android app!

Thanks for the comments / reviews and such. I submitted an order to have the app demo'd in video at Submit an App for Review & Demo - Daily App Show - iPhone App Reviews & Demos | Daily App Show - Video App Reviews for iPhone and iPod Touch Users which'll be ready by the 8th..

My admob campaign was approved a few hours ago:
$0.01 2,176 17 0.78% $0.17, they do have an app conversion tracking area, but for now it says pending.

I'm definitely wanting to expand this into different areas like learning colors through funner games (funner than the first one I did)..

Here's a preview of something I designed:
smallshow.jpg



Make it like an actual game with points n' such, animating clouds, blinking stars, balloons popping all over the place, shits hittin the fan, yaaaaaaaa. Voice calls out which color'd balloon to pop and if they're wrong.. game over mother fucker.. balloons just deflate and fall.. but if they're right.. balloon explodes with an applause audio. I'm rambling, ambien is in the system.

I'll update this thread with how things start to progress.
 


How about an app for kids to learn shapes with animated boobs penis vagina etc plus your wife can do the moan voice overs
 
Nice job man, I reviewed it.

Just FYI, my main gripe if it was something I used, I installed it on a Galaxy Tab 2, if you hit the home button or put it to sleep without manually closing the program the music keeps going. I've never seen an app do that. I could see that being really annoying. Just a heads up.
 
Just bought it for my 1 1/2 yr old girl and she was hooked from the start. She was copying what you were saying etc, she loved it!.

Apart from the music playing when you close the app and having to force close it bug which i'm sure you'll fix, the only other suggestion i'd have is the option to hide the UI somehow (my kid kept pressing the settings button).
 
Nice. Building the app (as you've realized) is often the easy part. Making enough to have it worth the dev is another matter entirely. Hope you manage that last bit nicely!
 
Just bought it for my 1 1/2 yr old girl and she was hooked from the start. She was copying what you were saying etc, she loved it!.

Apart from the music playing when you close the app and having to force close it bug which i'm sure you'll fix, the only other suggestion i'd have is the option to hide the UI somehow (my kid kept pressing the settings button).

Awesome, thanks. Yeah I'm going to look into that.

There's a talk on mixology that I listened to, about promoting apps at launch and I realized I didn't do it correctly (of course.)

But the points I got from it were:
  • Build an email list before the launch of the app.
  • Use a contest/give-away as incentive to increase email submits
  • Launch Rock, Launch Effect App, and Punchtab were recommended for the points above.
  • Launching apps on Sunday generally make for the best return. Monday/Tuesday are good as well.
  • Don't focus on trying to get coverage too much by the massive sites, but rather go after the smaller blogs who've covered similar apps.

^-Pretty obvious stuff, but wasn't obvious enough for me. I'm going to start collecting email's now and really focus on building the next app (colors) + improving the other one. I'll let you know how it goes.

PS, just designed this for the next app.

wfshow.png
 
^ Best money spent would be to buy 5 star ratings. And reviews as simple as "My kid loves this, great job!", or "Can't wait for your next game", and similar.

For every 5 star rating X people will give it a try. For every 1 star rating, X people will skip over and continue looking for something else.

If you charge $2 for your app, you can safely pay $5 for a 5 star rating because it will bring more than 2 buyers over the next year+. Spending $100 (1 time or for maintenance) for 20x 5 star reviews is very safe money spent assuming your app is halfway legit.

The icon for your app is huge as well as the keywords when searching it. Some of the developers over at Unity discuss their sales and some spent more time making a better game than the one that sells the best, they could only attribute it to the name(both were same genre).

I like these 2 threads if for nothing more than to see actual numbers from people:
How many sales do you make per day?

iOS game sales(some port the games to android): Unity iOS / iPhone Apps sales (Updated thread)

Also a gameplay video or GOOD screenshots is extremely important.

We need a group of developers to support each other, testing each others games and giving positive reviews or guest posts.
 
We need a group of developers to support each other, testing each others games and giving positive reviews or guest posts.

Completely agree. I was actually trying to find such a community.

While working on my next app, I'm going to build a list of apps that are high up in every category on android, apps built from companies who don't appear to be large. Then I'm going to try and find the contact info and just hit them up and try to build a relationship/contact. People who've been successful, hearing how they did it first hand would be huge.
 
Completely agree. I was actually trying to find such a community.

While working on my next app, I'm going to build a list of apps that are high up in every category on android, apps built from companies who don't appear to be large. Then I'm going to try and find the contact info and just hit them up and try to build a relationship/contact. People who've been successful, hearing how they did it first hand would be huge.

I know there's a demand for such service. It would be best to either selectively verify devs or make people register with some criteria, because asians would have a hayday uploading everyone's unreleased apps. They do it with released apps all the time, and fake apps even.

It also serves beyond promoting each other by accessing the pool of various devices different people have. I can't afford 100+ phones to be sure it works on each, I have a kindle fire and samsung 4g exhibit II which are my lowest target, some of the big guys have 5 or 6+ obscure devices (bought after having trouble on those phones) and offer to test your apps when people post asking for feedback on the dev forum. It's usually very specific feedback, it worked on these 3, had this issue on this one, etc. Some sort of system where you have to test others to get yours tested could be nice and add a little competition among members. Maybe after testing on device X, the app gets tagged as verified for X phone, then people can look through the list of verified tests and see if they have a device not on the list to test with.

If you live near a city, find a local chapter of game developers. I just joined a single one, there are hundreds here in Seattle. I've been to 2 meetups so far and they gave away $3k in software licenses at the first and $4500 at the last along with an OnLive box to develop with. The range of people is really good. Some have successful studios, even published mmo's, others are just getting started. I'm anti social and I have a lot of fun.