- Only 2.3% of people donated.
- Out of those 2.3% the majority decided to pay the minimum amount ($0.99), which is still better than nothing.
- 98% of the people that donated are from US, while US being only 50% of the userbase. It appears Americans are more inclined to pay than any other country.
Thanks for the report. I was expecting majority of people paying for apps to be from US, but 98%? Hmm...
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- The game right now has about 3k downloads. You say those download numbers are nice. I don't consider them nice at all considering you need tens of thousands or hundreds of thousands to make any money (regardless of pay model: ads, donations, iaps).
I meant nice considering when was your app released (1st of May - or was it earlier?). Many games get their download numbers later in their life. If it isn't fueled by paid ads or cross promotion from large base of other actively used games, it may take weeks or months.
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- Even with 3k downloads now, the game is nowhere to be found on the playstore other than searches. It doesn't appear in the "Trending" category, and on spot 80 on the "top new" category. I don't understand how their algorithm works but I see games with 500 downloads and 20 reviews being in these categories, while my game is nowhere to be found.
Are those games from Top Developer or Editors' Choice? I don't expect my game to be featured/close to top, unless it gets somewhere around 100k downloads.
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- I expect the game to reach around 5k downloads and then disappear into an sea of apps without anyone ever finding it again. Same thing happened to my 3 other games. Initial download spikes of around 2k, then a fast death. So, I'm either doing something wrong after that initial spike, OR , unless the game goes viral after the spike, there's no chance to recover.
I can't back it up by my own experience, but I guess don't stop promoting. When you see numbers coming down, write/blog/share again.
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Did you release any games?
Check my sign