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	<title>iCombat &#187; iphone</title>
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	<link>http://www.icombatgame.com</link>
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		<title>Silver Skull is Live in the App Store!</title>
		<link>http://www.icombatgame.com/2009/09/19/silver-skull-is-live-in-the-app-store/</link>
		<comments>http://www.icombatgame.com/2009/09/19/silver-skull-is-live-in-the-app-store/#comments</comments>
		<pubDate>Sat, 19 Sep 2009 22:19:06 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[App Store]]></category>
		<category><![CDATA[Updates]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[International Talk Like a Pirate Day]]></category>
		<category><![CDATA[Piracy]]></category>
		<category><![CDATA[silver skull]]></category>

		<guid isPermaLink="false">http://www.icombatgame.com/?p=748</guid>
		<description><![CDATA[Our new pirate game, Silver Skull, just went live last night so please try it out and let us know what you think!  Submitted two weeks ago&#8230;we were worried that it would not be approved in time for &#8220;Talk Like a Pirate Day&#8221; which is the 19th of September every year (today).  Luckily the approval [...]]]></description>
			<content:encoded><![CDATA[<p>Our new pirate game, Silver Skull, just went live last night so please try it out and let us know what you think!  Submitted two weeks ago&#8230;we were worried that it would not be approved in time for &#8220;<a class="zem_slink" title="International Talk Like a Pirate Day" rel="wikipedia" href="http://en.wikipedia.org/wiki/International_Talk_Like_a_Pirate_Day">Talk Like a Pirate Day</a>&#8221; which is the 19th of September every year (today).  Luckily the approval wait was shorter than expected so we managed to be out just in time.  We hope you like it!</p>
<p>See some screenshots of the game below:</p>
<p><img class="alignnone size-full wp-image-749" title="Page 01_splash_skull" src="http://www.icombatgame.com/wp-content/uploads/2009/09/Page-01_splash_skull.png" alt="Page 01_splash_skull" width="384" height="256" /></p>
<p><img class="alignnone size-full wp-image-750" title="Page 02_Action" src="http://www.icombatgame.com/wp-content/uploads/2009/09/Page-02_Action.png" alt="Page 02_Action" width="384" height="256" /></p>
<p>You can check it out in iTunes <a href="http://bit.ly/vHCGL">here</a> or visit our Silver Skull site <a href="http://silverskullgame.blogspot.com">here</a></p>
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		<title>iPhone App Developers: Do Not Fear the Lite</title>
		<link>http://www.icombatgame.com/2009/06/24/iphone-app-developers-do-not-fear-the-lite-version/</link>
		<comments>http://www.icombatgame.com/2009/06/24/iphone-app-developers-do-not-fear-the-lite-version/#comments</comments>
		<pubDate>Wed, 24 Jun 2009 18:22:56 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[App Store]]></category>
		<category><![CDATA[Discussion]]></category>
		<category><![CDATA[Legal]]></category>
		<category><![CDATA[Tips]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[marketing]]></category>

		<guid isPermaLink="false">http://www.icombatgame.com/?p=694</guid>
		<description><![CDATA[When I initially launched iCombat in April, I decided to wait on releasing a lite version to first see if I could manage to get up the charts without one.  My fear was that a lite version would cannibalize my potential user base if I accidentally put too much of the game&#8217;s &#8220;secret sauce&#8221; [...]]]></description>
			<content:encoded><![CDATA[<p>When I initially launched <a href="http://www.icombatgame.com">iCombat</a> in April, I decided to wait on releasing a <a href="http://tinyurl.com/ndorv4">lite</a> version to first see if I could manage to get up the charts without one.  My fear was that a lite version would cannibalize my potential user base if I accidentally put too much of the game&#8217;s &#8220;secret sauce&#8221; out there for free.  Looking back, I realize now I was so afraid to get the feature mix for the demo wrong that I irrationally avoided the option much longer than I should have.</p>
<p><img class="alignright size-medium wp-image-701" title="lite_tunnel" src="http://www.icombatgame.com/wp-content/uploads/2009/06/lite_tunnel-300x200.jpg" alt="lite_tunnel" width="300" height="200" />And while part of my hesitation had to do with my optimism about iCombat&#8217;s potential and my marketing ability, it also had to do with the fact that I rarely buy full versions of games (although I do occasionally). After just launching my lite version yesterday I can say that my concerns about the lite version were misplaced and might have cost me quite a bit in lost income. Below are my main takeaways from having waited on launching the lite version and why I think too many indie iPhone developers wrongly steer clear of lite versions:</p>
<ol>
<li><strong>Know your Apps Core value and its core user:</strong> This sounds douchey but it really is harder than it sounds to have the discipline to know the profile of your core user and then choose that feature you think will resonate most.  For example, if you are making a game it is easy to think kids and adults will like it and they will all get hooked on the game play AND the graphics AND the story equally.  Odds are your app will not resonate with everyone, and one salient feature will be the hook so the sooner you figure it out and admit it to yourself the better. You may be wrong, but better to know your target than water down your strategy by pursuing too many angles.  Needless to say once you have your app&#8217;s core value outlined it will also be that much easier to design your lite version.</li>
<li><strong>The App store is not a lemonade stand</strong>: The App store is one of the largest, most seamless content delivery platforms ever and when it comes to pricing most of us fail to understand just how fundamentally different this is from anything we have ever seen.  As a result we apply our personal conceptions of scarcity, value or what it means to transact with someone to something that is totally different.  If you have released an app you will agree that pricing decisions or the debate about a lite version are often more emotional than rational.  I am sure more than one developer has though &#8220;I don&#8217;t want to give it to someone for free when I worked 3 months on it every night after work while my wife was screaming at me because I was never around.&#8221;  That would be okay to think if you toiled on a model airplane or a painting for that period and were selling the one unit you had created, but in the App store you can divide that effort across 40MM+ people so who really cares if 5MM users get your app for free if in the end 250k of them buy it?<span id="more-694"></span></li>
<li><strong>Be careful about buying into the media hype</strong>: I am not going to preach like everyone <a href="http://www.stromcode.com/2009/05/24/the-incredible-app-store-hype/">else</a> about how little is being made on average. I don&#8217;t care about that because no one gets into App development to be average &#8211; if we didn&#8217;t all think we were working on the next Enigmo we probably wouldn&#8217;t be doing it.   I am talking more about the marketing angle.  Don&#8217;t fool yourself about how hard it is to get noticed, especially as the bigger game makers start to move to the iPhone platform.   It is getting more and more difficult to get blog coverage  so if you don&#8217;t have either a major platform to launch from or an existing fan base to leverage, your main form of exposure will be the lite version.</li>
<li><strong>The blogosphere is like steroids (but it won&#8217;t make you #1):</strong> Many developers see <a class="zem_slink" title="Gizmodo" rel="homepage" href="http://www.gizmodo.com/">Gizmodo</a> or <a class="zem_slink" title="TechCrunch" rel="homepage" href="http://www.techcrunch.com">Techcrunch</a> as the definitive tipping point, and it could be for an app but if your app does not deliver the viral hook no blog will save it.  As far as I can tell there haven&#8217;t been any cases of a blog breaking an app that then jumped to #1 and stayed there for a long amount of time  (please correct me if wrong).  Blogs are like steroids, can help you get from 10th to 1st or from 500th to 400th, but not from 10,000th to 1st.</li>
<li><strong>Don&#8217;t hide from App store criticism &amp; negative ratings. </strong>Tying back to the second point, it is hard to take criticism for something you have worked hard on and so there is a natural hesitation to launching a lite app as users can be much more harsh reviewers. Again the goal is to get die hard fans to buy a copy, so it is OK if tons of people don&#8217;t like your game or review it poorly because all you need is some that really love it to spread the word. Maybe not launching a lite version allows for more control over the reviews (as there seems to be a natural bias of paying users to give better reviews) but this helps no one. This only reduces the total amount of people discovering your app and limits your earning potential.</li>
</ol>
<p>Bottom line developers need to stop pricing their apps and deciding strategy based on vague feelings of what is value or what is deserved.  With frictionless transaction costs and so many users, your worst enemy for getting noticed may just be yourself.  So we should all stop thinking about how our 3 months of work is selling for less than a cup of coffee (or could be given away for free) and start focusing on increasing the amount of people using our apps.</p>
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		<item>
		<title>Free, Lite or Pay: The App Store Pricing Dilemma</title>
		<link>http://www.icombatgame.com/2009/02/19/free-lite-or-pay-the-app-store-pricing-dilemma/</link>
		<comments>http://www.icombatgame.com/2009/02/19/free-lite-or-pay-the-app-store-pricing-dilemma/#comments</comments>
		<pubDate>Thu, 19 Feb 2009 19:30:07 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[App Store]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[AppStore]]></category>
		<category><![CDATA[pricing]]></category>
		<category><![CDATA[strategy]]></category>

		<guid isPermaLink="false">http://www.icombatgame.com/?p=176</guid>
		<description><![CDATA[When trying to come up with a price for my new app the question I keep struggling with is just how exactly does pricing affect user buying patterns.  Here I try to look at the current models working in the App store and come up with a plan as to what pricing I will have for my application.]]></description>
			<content:encoded><![CDATA[<p>As I think about a price for my new app the question I keep struggling with is just how exactly does pricing affect user buying patterns.  Apple&#8217;s frictionless purchasing process, where the vast majority of app store users already have a credit card on file, allows for painless one quick purchasing and has quickly made $1 dollar the new free.  The question becomes though, where is it that the user begins to think twice?  $2, $3 or maybe $5?  From my point of view there seem to be 5 major types of application in the <a class="zem_slink" title="App Store" rel="homepage" href="http://www.apple.com/iphone/appstore/">App store</a> right now that make embody the current pricing trends:</p>
<ol>
<li>&#8220;Crapware&#8221; &#8211; cheap to make in terms of time and resources.  Targeted by both experienced and inexperienced developers.  Business model is either ad supported or sell for $0.99.</li>
<li>Full fledged apps by amateur developers &#8211; more elaborate design and execution by part time developers.  Attempting to create a full game experience with iShoot and Trism being good examples.  Business model is pay model with prices between the $1 and $5 range.</li>
<li>Full apps by funded start-ups &#8211; professional developers focused on higher quality games.  Here we have iBowl by the <a class="zem_slink" title="Social Gaming Network" rel="homepage" href="http://www.socialgn.com/">Social Gaming Network</a> for example.  Quality of applications is high, business model is anything under the sun (to see one of the more creative examples check out Toy Bot&#8217;s $10k giveaway <a title="Toy bot's $10k Excellent Adventure" href="http://www.msnbc.msn.com/id/29220222/" target="_self">marketing</a> strategy)</li>
<li>Professionally produced games &#8211; major studios like Sega or EA using teams of developers to leverage the iPhone platform.  Business model is selling games for $5+, probably closer to $10.  A good example is Spore.<span id="more-176"></span></li>
<li>Specialty &#8220;niche&#8221; apps &#8211; made by professional iPhone development companies for specialized purposes.  Usually sell for $10+ or have a lite version that functions as an extension of existing brand.</li>
</ol>
<p>I know from personal experience that by the time I am paying $5 I expect something pretty damn good.  And not because it is a lot of money but because there are THOUSANDS of apps that cost much less, if anything at all that I could have chosen instead.  Barry Schwartz calls this the <a title="Barry Schwartz at TED 2008" href="http://www.ted.com/index.php/talks/barry_schwartz_on_the_paradox_of_choice.html" target="_blank">paradox of choice</a>, and describes how our consumptive experiences can be poisoned by our awareness of the fact that so many other options exist.  Maybe this is why there are so many angry reviews of the more expensive apps; not only are users spoiled by the free apps in the store but they are pissed off when they make what they perceive to be the wrong choice.  So where does this leave us?</p>
<p>While I understand the current strategy of using price as the sole tool to spur demand, the ideal solution would be to create a more efficient discovery process for the user where they can try before they buy &#8211; thus allowing a larger purchase to be less of a gamble.  For now I plan to focus on the middle pricing range, making sure to deliver good value to my users while resisting the temptation to fall to the lowest pricing point to spur demand.</p>
<div id="attachment_215" class="wp-caption alignright" style="width: 310px"><img class="size-medium wp-image-215" title="iPhone Usage Patterns by Pinch Media" src="http://www.icombatgame.com/wp-content/uploads/2009/02/iphpne-usage-chart-300x255.jpg" alt="iPhone Usage Patterns by Pinch Media" width="300" height="255" /><p class="wp-caption-text">iPhone Usage Patterns by Pinch Media</p></div>
<p>Techcrunch is out with a <a title="Pinch Media Data" href="http://www.techcrunch.com/2009/02/19/pinch-media-data-shows-the-average-shelf-life-of-an-iphone-app-is-less-than-30-days/" target="_self">new post</a> today addressing the pricing dilemma, where they offer Pinch Media&#8217;s data on application usage over time as evidence that free apps are not the way to go.  According to <a class="zem_slink" title="Erick Schonfeld" rel="crunchbase" href="http://www.crunchbase.com/person/erick-schonfeld">Erick Schonfeld</a> &#8220;for all but the most successful apps, the free route does not make much sense because there is not enough time to recoup the costs of developing the app from advertising.&#8221;  This is because the data suggests that only 20% of users return the SECOND day after downloading and only 5% of users return by day 30.  So it is easy to see why even with high online CPM rates you would still not have much time to recoup your investment.  Of course if you can create the application in an hour then maybe it still makes sense but current trends suggest that the market for simple apps is also getting more competitive.  If there are 20 free versions of a level in the app store then odds are it is not going to be that easy to rise above the noise.  See some great slides from Pinch Media&#8217;s CEO Greg Yardley below:</p>
<div id="__ss_1044869" style="width: 425px; text-align: left;"><a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" title="iPhone AppStore Secrets - Pinch Media" href="http://www.slideshare.net/pinchmedia/iphone-appstore-secrets-pinch-media?type=presentation">iPhone AppStore Secrets &#8211; Pinch Media</a><object width="425" height="355" data="http://static.slideshare.net/swf/ssplayer2.swf?doc=pinchmedianycdevmeetup-1235013090651786-2&amp;stripped_title=iphone-appstore-secrets-pinch-media" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://static.slideshare.net/swf/ssplayer2.swf?doc=pinchmedianycdevmeetup-1235013090651786-2&amp;stripped_title=iphone-appstore-secrets-pinch-media" /><param name="allowfullscreen" value="true" /></object></p>
<div style="font-size: 11px; font-family: tahoma,arial; height: 26px; padding-top: 2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/pinchmedia">pinchmedia</a>. (tags: <a style="text-decoration:underline;" href="http://slideshare.net/tag/pinch">pinch</a> <a style="text-decoration:underline;" href="http://slideshare.net/tag/smartphone">smartphone</a>)</div>
</div>
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		<title>Testing on the iPhone!</title>
		<link>http://www.icombatgame.com/2009/02/04/testing-on-the-iphone/</link>
		<comments>http://www.icombatgame.com/2009/02/04/testing-on-the-iphone/#comments</comments>
		<pubDate>Wed, 04 Feb 2009 19:46:25 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[My experience]]></category>
		<category><![CDATA[Updates]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[ishoot]]></category>
		<category><![CDATA[testing]]></category>

		<guid isPermaLink="false">http://icombat.wordpress.com/?p=71</guid>
		<description><![CDATA[My experience getting my first product update form the team on to the actual iPhone.]]></description>
			<content:encoded><![CDATA[<p>I have gotten the first couple of updates from the team and am now testing the application on my iPhone.  It is really cool to have it up and running so I can begin to see the project taking shape.  It feels like progress is slow until I get the new updates and then it looks like only a matter of weeks.  A few bugs with the movement and firing but all in all a great start!</p>
<p>Even with this basic buggy simplified version I find myself wanting to pick it up and play it.  Either I am obsessed with the idea or it does have some interesting game play already.  I have started to fiddle with the tank, turret and missile speeds amongst other variables and am hoping that upon testing I will just know the ideal setting for optimal game play once I see it.</p>
<p><span id="more-71"></span></p>
<p>I am also getting some of the first graphic renderings back and they look great, the team is really good at taking guidance.  The temptation is to try to squeeze in more features and components but I do not want to: A) go outside of what was agreed and B) delay the project by even one day.  Although my game has not been created in the short history of iPhone app development I am still worried that it will be done in the next 4 weeks.</p>
<p>iShoot continues to be number 1 and it is really making me want to get our application out, for some reason I feel that if we could launch the game with them as no. 1 then it could help us.  I know it is not that easy to even get near the top 100, but how do you explain that a pretty simple game (no discredit to Ethan Nicholas) stay no. 1 for 3+ weeks selling at a $2.99 price point?</p>
<p><strong>Update:</strong> After having played iShoot I can definitely see the addictive elements like big explosions, nice sound, being able to purchase items and unpredictability of the game terrain.  Thinking about how to incorporate some of these elements into iCombat.  I also think the price point was a very smart move by <a href="http://www.ethannicholas.com">Ethan Nicholas</a> as it was not too low nor too high which kept everyone who had bought the game ecstatic that they had finally purchased a game they felt was worth it.  I still haven&#8217;t felt good about a single $10+ app I have purchased nor have I really been overwhelmed by what $0.99 gets you.  What do you think was the element that kept iShoot number 1 for so long?</p>
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