Akbar - We've got time split pretty well right now. I've been handling design and production on B&C which gives me time to branch SMRPG to other platforms (the other 6 of us are only working on B&C). OUYA has been great for press and word of mouth, and we do believe the platform will continue to grow. Team OUYA have been the most supportive platform holders yet, so we're quite happy with the experience so far. Sales would be nice, though. :)
Piers - Awesome to hear we've got a new fan! I think right now one of the big factors on our sales is gamers downloading tons of games at once. They haven't had time to devote to a lengthy game like SMRPG yet. I think we'll hit a better stride down the road as people settle in with their consoles.
"Maze City" and "Space Sokoban" combined downloads : 856
PURCHASES : No data to report
I think something is wrong because when I buy my games with my own account of developer them charge it to my the bank account but do not appear in the summary of sales.
In fact, I can attach the mail confirming the purchase:
Total downloads since 3/28 for Command Crisis: Callsign is 871. No purchases, but that makes sense since I haven't added IAP to upgrade to the full version yet...
Sky Maze is downloaded less than 50. What is more weird is, my server logs has less than 10 records. I even suspected games in sandbox has no internet access and asked support for that.
So the missing 80% downloaded the game but did not run it?! Doesn't make any sense!
"Maze City" and "Space Sokoban" combined downloads : 856
PURCHASES : No data to report
I think something is wrong because when I buy my games with my own account of developer them charge it to my the bank account but do not appear in the summary of sales.
In fact, I can attach the mail confirming the purchase:
Our Multiplayer-battle-game Sci-Fighters (released on 11th April) has now about 40 downloads and no In-App-Donations done (it's a pay-if-you-like model).. Numbers are increasing a bit since the last 3 days, but beeing only in "Sandbox"-category is pretty tough at the moment.
Our game, King of the Hill, has been available since launch, and we've had about 500 downloads (one IAP) thus far. We just got out of the sandbox, so we'll hopefully see some better progress as we approach the June release.
Saturday Morning RPG is up to 397 downloads with 8 sales. 2% conversion rate is holding steady. At a purchase price of $5.99, we're at $48 total. Downloads and sales are finally showing an upward trend, though - which definitely means more people are getting their hands on OUYAs. I think we'll see some decent numbers in June.
If anything, being on OUYA has done wonders for awareness of our game. No matter where sales go, I'm happy to be on the platform.
I'd really like to see the numbers for the SNES emulator - I'm curious if they're making a lot of money as I think most people are using the OUYA for emulation. I'd also like to hear how Stalagflight and Final Fantasy III are doing - it's unlikely we will ever hear anything about FF3, though.
Saturday Morning RPG is up to 397 downloads with 8 sales. 2% conversion rate is holding steady. At a purchase price of $5.99, we're at $48 total. Downloads and sales are finally showing an upward trend, though - which definitely means more people are getting their hands on OUYAs. I think we'll see some decent numbers in June.
If anything, being on OUYA has done wonders for awareness of our game. No matter where sales go, I'm happy to be on the platform.
If 40% of the userbase downloads your game, you'd see 24k downloads. With a 2% conversion rate, you'd sell about 480 copies. And the 40% downloading your game seems...optimistic. Good luck, but it doesn't sound like you're going to get a ROI.
Saturday Morning RPG is up to 397 downloads with 8 sales. 2% conversion rate is holding steady. At a purchase price of $5.99, we're at $48 total. Downloads and sales are finally showing an upward trend, though - which definitely means more people are getting their hands on OUYAs. I think we'll see some decent numbers in June.
If anything, being on OUYA has done wonders for awareness of our game. No matter where sales go, I'm happy to be on the platform.
If 40% of the userbase downloads your game, you'd see 24k downloads. With a 2% conversion rate, you'd sell about 480 copies. And the 40% downloading your game seems...optimistic. Good luck, but it doesn't sound like you're going to get a ROI.
Yeah, you're right on the money - we're not expecting to make any kind of financial gain; however, the OUYA got us on several websites and got us into a second issue of GamesTM. I love being in print magazines, so I'm counting that as a win. :)
I also still think over a period of 5 years sales will trickle in enough to make the month of work worth it financially. I'm guessing there is going to be at least 100,000 - 200,000 additional units coming through preorders, plus even more hitting retailers. Even if the console isn't a smash hit all those consoles from retailers will eventually find homes. That puts the total userbase at ~200k - 400k. It's possible we can squeeze some good sales out of that.
There are two stores like that online. The first one went up April 4th, and the second on the 7th. Just look at Zylch's sales database: link When those stores went up, so did total downloads. By a lot. But you can't make purchases without an OUYA, so the sales numbers didn't go up with them.
What this means is that you're selling better than you think you are. MightyRabbit, that 2% conversion rate may be quite a few times higher.
Does this match up with what you devs have seen? Did your download per day spike up on April 4th, and stay much higher?
Does this match up with what you devs have seen? Did your download per day spike up on April 4th, and stay much higher?
Interesting data point from my end that kinda lines up with that theory:
According to OUYA analytics I've had 288 downloads so far for BombSquad
..however my score/news server which gets pinged every time someone launches the game has seen 143 unique OUYAs.. so a pretty substantial amount of those downloads are either web servers or folks who've downloaded but havn't launched the game yet.. so it seems that inflating one's observed conversion rate may be reasonable..
Well I have had downloads die on me several times already (I fear a train-wreck if the servers are not highly amped-up before launch) and don't forget they forgot to implement update support, so to update an .APK you have to uninstall and redownload.
Then theres the various android communities who are probably toying with .APKs on other devices etc
I think many of you have the right idea: using your own methods to check actual installs on OUYA vs sales. It's just a shame there is no good way to confirm if purchases were successful etc for tracking consumeables etc
Can't find aapt.exe? Temp fix: Copy another one from 'android_sdk/build-tools/17.0.0' back to your 'platform-tools' -=Hicsy=- PM meFacebook
Does this match up with what you devs have seen? Did your download per day spike up on April 4th, and stay much higher?
Interesting data point from my end that kinda lines up with that theory:
According to OUYA analytics I've had 288 downloads so far for BombSquad
..however my score/news server which gets pinged every time someone launches the game has seen 143 unique OUYAs.. so a pretty substantial amount of those downloads are either web servers or folks who've downloaded but havn't launched the game yet.. so it seems that inflating one's observed conversion rate may be reasonable..
I've added a note to the spreadsheet that mentions this problem. In the interest of having the numbers come from the same source I'll be going with 288 for BombSquad. The numbers from AMAdev have been added as well. Thank you all for providing data and keeping things up to date.
Comments
Piers - Awesome to hear we've got a new fan! I think right now one of the big factors on our sales is gamers downloading tons of games at once. They haven't had time to devote to a lengthy game like SMRPG yet. I think we'll hit a better stride down the road as people settle in with their consoles.
Latest Ice Rage stats:
May 1st: 15 (today's numbers are still being counted)
April 30th: 61
April 29th: 53
April 28th: 88
April 27th: 143
April 26th: 141
April 25th: 110
2211 downloads and 17 sales in total.
LOL
Here is the sales reprot of One Tap Hero
DATE DOWNLOADS
May 1, 2013
23
Apr 30, 2013
3
Apr 30, 2013
20
Apr 29, 2013
2
Apr 29, 2013
1
Apr 28, 2013
2
Apr 27, 2013
6
Apr 26, 2013
7
Apr 24, 2013
3
Apr 22, 2013
3
Apr 21, 2013
2
Apr 19, 2013
1
Apr 16, 2013
1
Apr 15, 2013
2
Apr 14, 2013
2
Apr 12, 2013
1
Apr 11, 2013
3
Apr 10, 2013
2
Apr 8, 2013
3
Apr 7, 2013
3
Apr 6, 2013
3
Apr 5, 2013
7
Apr 4, 2013
8
Apr 3, 2013
2
Apr 2, 2013
3
Apr 1, 2013
2
Mar 31, 2013
2
Mar 30, 2013
2
Mar 29, 2013
1
Mar 28, 2013
1
Hope we can get more downloads later.
Our Multiplayer-battle-game Sci-Fighters (released on 11th April) has now about 40 downloads and no In-App-Donations done (it's a pay-if-you-like model).. Numbers are increasing a bit since the last 3 days, but beeing only in "Sandbox"-category is pretty tough at the moment.
If anything, being on OUYA has done wonders for awareness of our game. No matter where sales go, I'm happy to be on the platform.
I also still think over a period of 5 years sales will trickle in enough to make the month of work worth it financially. I'm guessing there is going to be at least 100,000 - 200,000 additional units coming through preorders, plus even more hitting retailers. Even if the console isn't a smash hit all those consoles from retailers will eventually find homes. That puts the total userbase at ~200k - 400k. It's possible we can squeeze some good sales out of that.
-=Hicsy=-
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Then theres the various android communities who are probably toying with .APKs on other devices etc
I think many of you have the right idea: using your own methods to check actual installs on OUYA vs sales. It's just a shame there is no good way to confirm if purchases were successful etc for tracking consumeables etc
-=Hicsy=-
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We believe that the numbers will increase significantly after the official launch, but we recommend you all anyway to try our games :)