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Android First? Seems quite biased, but is it true?

Discussion in 'General Discussion' started by Christian-Tucker, Jan 30, 2015.

  1. Christian-Tucker

    Christian-Tucker

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    Aug 18, 2013
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    Coming from an android user, I of-course will assume that androids are obviously the better and more androids are owned then iPhones, etc. While this may not be true, I'm looking purely from a developers point of view.

    I'm an indie-developer, without any source of funding. I already have my android developer account setup and ready to go, but I'm debating between releasing this application on android, or going for iOS publicity first.

    Here's my problems:

    • I only have a single android device to test on, and all of my friends use android devices.
    • I do not have any iOS devices and cannot afford them, friends do not use them.
    Therefor testing on iOS devices would be impossible given my position.

    I'm saving up some money for advertisement blasting for this application (Around $1000) not much, but it's still something. I feel like it has a chance to go somewhere, and I'm rolling the dice against it, but should I do this on android or iOS?

    What would get my application more exposure.
     
  2. BFGames

    BFGames

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    Oct 2, 2012
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    If you want to make money iOS is the place to be (thats atleast what everyone i know, that do mobile games, aim for).

    If you have no money for advertisement (1000$ won't get you anywhere honestly), and you have an Android phone now, then release on android first and fix what ever needs to be fixed from feedback. When it is polished hit iOS.
     
    Ryiah and Kiwasi like this.
  3. Kiwasi

    Kiwasi

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    Android is well known for very high piracy rates. This can cut into profits if you have a model based on paid installs.
     
  4. Christian-Tucker

    Christian-Tucker

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    I'm not really looking to making a living on my application, as I'm attempting to move into this with a realistic approach. I'm featuring rare, but non-intrusive advertisements which can be disabled by purchasing any item in the store, $1.99 minimum value.

    Optional incentive advertisements that users will be able to activate randomly for short periods of time to help with their progression will be available as-well.

    I'm not looking to make much money from this, as I'm being realistic, but if I manage to net $10~50/mo from it, I'll definitely call it a success.
     
  5. jerotas

    jerotas

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    The main problem is that there is no "new" category for people to find your game on Android. There's only "top new 300" I think. So until you break into that top 300 people can't even blindly find your game. I've heard from a lot of people who get almost zero downloads because of this. If you have a way to get reviewed on a couple good sites that can change things. Otherwise it's better to release on iOS first so people will have at least heard of your game when you release on Android later. Then you'll get some downloads and might be able to get in top new 300 eh?

    On IOS, at least there's a "new" category where everything shows up so you stand a chance. But you'd have to buy stuff. Cheapest: Mac Mini ($599), iPad Mini 2 ($399) and Apple Developer license for 1 year ($99)
     
  6. JamesLeeNZ

    JamesLeeNZ

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    Nov 15, 2011
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    Ok. First up removing ads from a game wont make an android user pay up. Especially if the ads arnt annoying (which may lead to negative ratings. Great catch 22). The point being you will need something a bit more valuable to get iap to work. Ads wont make you money unless you hit big download numbers. Think ive made about 14 over 3 months (approx 20k ads served).

    Ios is where the money is at, but after the initial download spike, if your game doesn't get Noticed by a popular site/vlogger you're gonna fade to obscurity like 99% of all games released.

    1000$ will buy you a handful of reviews which will help.

    good luck
     
    Jussumman likes this.
  7. Christian-Tucker

    Christian-Tucker

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    Removing the advertisements from the game isn't really the sole-purpose of the transactions, it's just a `bonus` that I'll throw in there, the users are ultimately buying progress, on a game with an infinite amount of progression. I don't know why people do that, but I see it all the time.


    I would just use MacInTheCloud for most of this, but the developer license is a little much for me, I've been saving for almost 2 months and I'm barely at the 750 mark.
     
  8. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    Jun 2, 2009
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