One week later and we're now up to 16 purchases and 1,018 downloads. Unfortunately, while our downloads are up our conversion rate is down. Overall, we're averaging about two purchase per day - which is pretty good compared to last month. I can definitely tell that the Kickstarter units are finally reaching backers.
One more purchase and we'll cross into the $100 range for revenue! :-bd
We're now at 24 sales with 1,751 downloads. We're closing in on $150 now, which is about a quarter of our dev kit investment. I'm hoping we can make that all back by the end of July. Don't know how unreasonable that expectation might be, haha.
We are now listed in some better categories with Sci-Fighters since a couple of days and downloads were really boosted because of this. Before that we had about 6 downloads a day and now we have reached the first day with 100 downloads! Average of the last week is about 70. Total downloads now reached 1000 - first donations were also made (until now a total of about 10$).
We're at 41 purchases now - which puts us pretty close to recouping the first half of our dev kit. I'm very much looking forward to seeing what effect the retail launch has on sales.
Anyone else noticing weirdness with the download stats? The last few days it seems that the downloads just stop coming in and I don't get even close to my average download number.
Seems like there is lots of boosted downloads - is anyone noticing an improvement in sales? There hasn't been much new data here in the last few weeks. I'm really just curious to see if there is any runaway hits yet - and in general I'd like to know if people are buying things in a higher capacity than my sales seem to indicate.
When I was testing IAP integration a few weeks after launch it seemed like purchases were failing 4/5 times - it's very likely that some users are giving up.
Saturday Morning RPG is now up to 53 purchases (@$5.99) with ~5,000 downloads. I haven't tallied the download count recently because it depresses me every time I see the conversion rate. :(
I'm still happy that we seem to be receiving at least one purchase per day. The situation is much better than it was throughout April.
This is a 1.5% conversion rate, by far the lowest on any platform.
The same game does typically 5% or so on stores like Amazon, Google Play and Apple App Store.
By far the best day for me was june 7 with 413 downloads.
On the start of this year, I set myself a modest goal of 30K OUYA downloads in 2013.
With the launch still to come, I think this is very achievable, so apart from the conversion, I am satisfied so far. Especially since my game made it out of sandbox, and into staff picks.
How are people downloading a version of our game that is 2 releases old?
My only guess is one of those online web databases cataloging ouya games. On the console, with the most recent update, it should notify them of the update.
I wouldn't expect it to be the external store sites, I doubt that many people are using those these days. They were big at first because of the experimentation factor, but nowadays I'm sure people have satisfied their curiosity about games that require joysticks and can't be bought
I got bored a couple nights ago and made a little program to parse sales data (provided by Ouya as csv) into a graph and calculate some simple statistics. Really primitive (graph doesn't have labels etc) -- didn't spend much time with it, but I figure others might find it useful and I've included the source if anybody wants to take it further.
Haven't tested on Windows/Linux -- might have to tweak directory strings in source.
To use:
1. Download the sales.csv and downloads.csv files from ouya's developer portal and place
them next to the executable in OS X (haven't tested in Windows/Linux). Make sure the files are their original names.
2. Run the program.
3. It will ask for your upvote count and then you click 'execute' and it will build your graph, save a screenshot, and close.
edit: You'll also want to edit the release date inside Parser.cs to reflect your game. If you have multiple games, I think it'll just combine their totals for each day instead of tracking them separately. Edit name of screenshot files in Grapher.cs. If you get more than a few sales a day, you'll probably want to edit the y height of the sales line graph.
but the numbers are really really really depressing.
I've definitely also noticed a spike in downloads of my game, Phoenix Revival - 1.3k downloads last Thursday alone. these past couple of days our download numbers have dropped a lot though. However, we have only 1 purchase (the one i did to test out my transaction).
my in-app purchase is only $1.99 but i'm surprised there are no payments on that yet, because it's so cheap and gives such a huge boost to the game experience.
But now i'm concerned because i've been reading that ppl are having problems purchasing. Is there anyone willing to trade purchases ? I'd be willing to purchase your in-app if you are willing to purchase mine. email or direct message me on here plz!
Oh dear, well let's hope this picks up as if we're looking at 1% conversion rates then OUYA needs to ship abut a million units and everyone needs to download your game, just to start paying, say 6-12 months salary for one person (at $5 a pop, which many may consider quite high atm). That or you're going to need crank out a game every 3 months.
1 million consumers and everyone downloading your game and 7%, which is pretty high, at $5 is what... $350K. So that'd be a success, but the reality is that people are seeing maybe 10-20% of people downloading a popular game, so those numbers are anything probably more like 35-70K for a huge success and then you're back into needing to be a very small outfit and making 2+ games a year. I can live with that, but even so...
I wonder, hmm first iPhone (which I think was sans the AppStore) allegedly sold 6.1 million units in 5 quarters. I guess that's not a huge amount really, but suggests that OUYA could struggle to get anywhere close being something like 1% the size of Apple.
It could be a slow burn... let's hope the launch shifts a good deal at launch. The Wii U, reportedly doing very badly, has allegedly shipped 3.2 Million Units since hmm September.
I think of OUYA could do as well in a year then it starts to become a viable platform I think, but if Wii U can struggle with a name like Nintendo on the box... ?
Don't mean to be overly negative - I want this little beast to succeed, it's just a little worrying, but then, I guess we always knew there was no guaranteed market.. we're all here for Field of Dreams :D
I believe the main problem is the need for all games to be free. It attaches little value to the experience of playing the game, and instead cheapens our work. TBH an upfront fee would be far more profitable.
I think a lot of the early adopters are developers and people mostly interested in a box to run media and emulators. Hopefully we'll notice a change (and influx of people) from the upcoming retail launch.
We also need to be doing a better job as developers to drive conversion rates. If you don't aggressively push your purchase, no one will buy it. We're going to implement something in our next update that will hopefully drive our conversion rate up to 3 - 5% or higher.
One thing I have noticed, not in any scientific way at all, is some games have difficult to find purchases. Wish I could give a specific right now, but there are at least a few where it's just not clear how to buy the game and/or when I'll hit a pay wall etc.
One thing I have noticed, not in any scientific way at all, is some games have difficult to find purchases. Wish I could give a specific right now, but there are at least a few where it's just not clear how to buy the game and/or when I'll hit a pay wall etc.
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One more purchase and we'll cross into the $100 range for revenue!
:-bd
-=Hicsy=-
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When I was testing IAP integration a few weeks after launch it seemed like purchases were failing 4/5 times - it's very likely that some users are giving up.
Saturday Morning RPG is now up to 53 purchases (@$5.99) with ~5,000 downloads. I haven't tallied the download count recently because it depresses me every time I see the conversion rate. :(
I'm still happy that we seem to be receiving at least one purchase per day. The situation is much better than it was throughout April.
1 million consumers and everyone downloading your game and 7%, which is pretty high, at $5 is what... $350K. So that'd be a success, but the reality is that people are seeing maybe 10-20% of people downloading a popular game, so those numbers are anything probably more like 35-70K for a huge success and then you're back into needing to be a very small outfit and making 2+ games a year. I can live with that, but even so...
I wonder, hmm first iPhone (which I think was sans the AppStore) allegedly sold 6.1 million units in 5 quarters. I guess that's not a huge amount really, but suggests that OUYA could struggle to get anywhere close being something like 1% the size of Apple.
It could be a slow burn... let's hope the launch shifts a good deal at launch. The Wii U, reportedly doing very badly, has allegedly shipped 3.2 Million Units since hmm September.
I think of OUYA could do as well in a year then it starts to become a viable platform I think, but if Wii U can struggle with a name like Nintendo on the box... ?
Don't mean to be overly negative - I want this little beast to succeed, it's just a little worrying, but then, I guess we always knew there was no guaranteed market.. we're all here for Field of Dreams :D