Android and iOS - Submitting your app - Part 3
Keeping up-to-date with sales statistics
There are great resources to keep yourself up to date with how your app is doing. Here are just a few:
It’s important to be aware that if you have ten people in a room, 8 of them have no interest beyond keeping
their job secure, one is there to criticise everything they see, and then, there’s you. So, most of the room
is going to be against anything that is either
Since A tends to equal B, you might as well ignore the opinion of everyone in any corporate environment. Ask yourself how a manager got into the position they did?
Most likely by not messing up.
But innovators mess up a lot on the way to success. You will hear a lot of different theories about pricing strategies, but time and time again we have seen newcomers deal with app pricing in new ways, and often against the grain of established theories. If there is one consistency at the moment, it is this:
App designers tend to price low and make profit through sheer volume. Games, in particular, have settled around a 99 cent price point because this has become lodged in the consumer vernacular: Users don’t want to risk more than this on a new game.
The fortunate thing is: Even a moderately successful game will make a very impressive amount of money because there are so many smartphone users out there. Distimo is a great place to get pricing data from, so that you keep up with the latest trends.
Strategies for dealing with rejection from an app marketplace.
If your app is rejected from any mobile store, you will receive information on why it was rejected. Often this is fairly cryptically worded, and you may find yourself disagreeing with the reasons specified. My advice is to avoid getting into a lengthy, and extremely slow, argument with Google or Apple. Instead, do everything you can to address the concerns. You can often find clever ways of working around issues without changing the core mechanisms in your app. The most common reasons for rejection include your app crashing the device; your app infringing copyright on a major brand name; your app demeaning a public figure; your app violating privacy; your app using an undocumented feature of the device.
These are just a few reasons why your app might be rejected, but, in most cases, your app will pass just fine. It’s important to consider, right at the beginning of the design stage, whether you think your app is in any way controversial. It’s rarely worth wasting months creating software that the major app stores will refuse to sell.
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