I published a free app less than two weeks ago under games/brain&puzzle. I did a little bit of advertising with appbrain to get the ball rolling, and now the app has over 5,000 downloads from all over the world. Also 20 ratings appeared. The app has only one crash reported (some kind of audio not available problem that I absolutely cannot replicate).
Still, the app does not appear on the top new free list under brain&puzzle. I see other apps that have been published more recently that have 100+ downloads and terrible or nonexistent reviews. There must be other factors that weigh in - other than google's explanation that the "most popular" free games from the past 30 days appear in the list. Does anyone have any idea what these other factors might be?
Given the numbers, my app is "more popular" than many apps that do appear, and I wonder if there is any information available as to why. How does this list really get generated?
penneyworth said:
I published a free app less than two weeks ago under games/brain&puzzle. I did a little bit of advertising with appbrain to get the ball rolling, and now the app has over 5,000 downloads from all over the world. Also 20 ratings appeared. The app has only one crash reported (some kind of audio not available problem that I absolutely cannot replicate).
Still, the app does not appear on the top new free list under brain&puzzle. I see other apps that have been published more recently that have 100+ downloads and terrible or nonexistent reviews. There must be other factors that weigh in - other than google's explanation that the "most popular" free games from the past 30 days appear in the list. Does anyone have any idea what these other factors might be?
Given the numbers, my app is "more popular" than many apps that do appear, and I wonder if there is any information available as to why. How does this list really get generated?
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Hello! Look like I'm facing same problem. Please share what is the end of your story.
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Hi,
I write on a little gps/google maps tool which I use for my running sport (something like MyTracks). Today Google anounced that the usage of the Google Maps API will cost when you are above a daily limit -> http://googlegeodevelopers.blogspot.com/2011/10/introduction-of-usage-limits-to-maps.html
In this blog and in the faq they are writing of websites and applications. Are applications = android applications? If this is true than it will be difficult to write a freeware app which uses Google Maps because the more users will be using this app the more you will pay. Even with a paid app you cant cover all the costs because you only get a one time a payment from a user but if your app exceeds the limits you have to pay google on a daily basis.
I hope I just missunderstood this blog post or the Google Maps API within Android isn't affected.
What do you think?
Seems unlikely that an Android app (assuming counted by a single app usage, not by everyone using the app at any given time) could exceed 25,000 map loads per day, but then I've never counted map loads... if that is a possiblity, then this is really going to suck the wind out of google maps!
Then again, I've always wondered when Google was going to start charging for services that have become exceedingly popular.
Questions or Problems Should Not Be Posted in the Development Forum
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Moving to Q&A
Huh lufc,
why do you move this thread? The normal user don't have a problem if the developer have to pay or not. It's only a developer thing/problem, imho. But ok, it's your decision.
Hello,
I'd like to know what is the rank of my apps on the playstore, but unfortunately the developer console doesn't show it.
Then I thought I could retrieve the rank from the website, but the rank is not the same on the website and on the playstore app from android devices! I want to know real rank (playstore app), not the web's one. Furthermore there aren't all of the leaderboards like 'top new paid' or 'top grossing'
So, I'd like to know: is there a way to get the app rank in the playstore app from a PC?
Happy nYear
I have found that my app's rank in the Play app is always one less (ranked one position higher) than the rank on the Web site. I intend to look at all the apps ahead of me and see what the difference is, but I have not done it yet.
I think that rank information may only be available for the top 500 apps in each category.
Edit...Ah, for me, at least, Gameloft apps don't show up in the Play app on my phone, and there's exactly one of them ranked ahead of me. Says they aren't compatible with the Galaxy Nexus. Who writes an Android app that won't run on a Nexus device?!?
The ranking is completely different for everythings (excepting ~top10), for example in top paid action game you have:
The 2 leaderboards are completely differents; it's odd.
Besides I've a galaxy nexus too, but It should have any effect right?
Hmm, yes, Arcade & Action looks completely different. In Cards & Casino, where my apps are, they are the same, except for the games that are missing on the phone because they're not compatible.
Hmmm you are totally right, there are a looot of app incompatible with the galaxy nexus .... and that's the reason why there is so much differences! So the web ranks are the "global" ranks, and actually the real one! It's cool because it will be easier to get my apps' rank in this case .
Thanks for pointing this!
I found this site http://www.appannie.com/ which has some interesting app ranking info. I knew that one of my apps has been in the top 100 in paid Cards & Casino in the United States for several months, but I discovered that it has made the top-selling list of all games in Hong Kong, at #299. They must play a lot of cards in Hong Kong!
They updated the site, that's pretty cool! Too bad that google dev console isn't like appannie.
Anyway I got my answer, thank you
Was just wondering what peoples thoughts were on using the Android Licensing copy protection in their apps? Do you use it and do you spend a lot of time on it or have any creative ways to help enforce it?
As we all know any kind of drm will always be cracked but I just wanted to know if people found it worthwhile to have..
I'm using In-app-billing, because I found that even licensed apps can be copied.
And yes, all apps can be cracked eventually, but most of the publishers of cracked apps remove them if you ask to. So that's what I'm gonna do!
Sent from my Nexus 4 running Android 4.2 JB
I don't like license checks that force you to be online, but I do like to have 'something' in place...
Recently I started working with some OEMs in India who wanted to pre-load my apps on their devices. Very exciting obviously, but I didn't know if I could trust them as I'd never heard of them.
So what I did was get the app to load a web page on one of my servers off the screen (9000%x...) so that it couldn't be seen. The page it linked to was empty, but if I wanted to I could modify the code to include a redirect that would send it to another page. Then in my 'onPageOverride' event I just said if URL = 'stopapp.htm' then do whatever it was I wanted to do.
What I actually have it do in that event is to fill the entire screen with that web page. The user then can't interact with the app underneath, but they get a message that I can create at the time saying 'This app has been illegally distributed' or whatever else I want to say. I can even forward them on to the download page if I want this way.
This works well too because if the user isn't online, the page just doesn't load and nothing happens. But if I want to stop offline use as well I can save a file in File.DirInternal and have the app check for that. 'SwitchOff.txt'. They get caught once, then they can't use the app.
Obviously this doesn't work quite like a license check, but what you *could* do with it is to have the app pop up with a message to people using an old version that's not updated. That's probably downloaded off of some file sharing site, so you could then just keep pestering them to 'update' and send them to the Play Store to do so. You can also check how many of the users on that version of your app are legitimate by looking at your Play Developer Console.
One thing to note is that the redirect URLs you use will need to be different in every version of your app that you release.
Hope this helps someone! I wish I'd done it sooner, one of my apps is all over the web grrrr...
pretty much the same as what I'm doing atm except I just ping a server in the background and display a popup if the result meets certain conditions.. I don't disable the app either as I can't be 100% certain it's pirated, instead I display a "scary" popup saying if they're using a pirated copy this is illegal etc.. your average user won't know how the popup was generated so it should be enough to make them think "someone" is onto them and go the proper route.. With the added bonus a genuine user can just press ok and carry on using the app
Sent from my Nexus 4 using Tapatalk 4
Currently, none of my apps use licensing.
For one of my paid apps, about 5% of the downloads are from non-Google Play sources, meaning, I'm not seeing any revenue from those 5%.
There is an Android API, that allows developers to see which platform their app was downloaded from. So, I've been thinking about adding that hidden feature to my apps and maybe do something fun with it. But, haven't got around to it yet. My thinking has been that if somebody downloaded a pirated copy of my app, then they probably weren't going to pay for it in the first place. And, hopefully, they will tell their friends about it and maybe one of them will actually purchase it through Google Play.
I already have all my licensing code in place and commented out. Since my app is pretty new I want to see how it does before adding licensing. Since the app is free and income is from IAP its not too bad. I'd only turn on licensing in the next release if I see a pressing need for it.
Currently, none of my apps use licensing.
I've been asked to create an app at work. It's for a membership we sell that gives people access to numerous gyms in the City. The app will do the usual things a website would e.g. be able to list upcoming classes, and details about the different gyms, but it seems to me like this is app would be rather unuseful as all the info I've been asked to put in the app is on our website, and mobile site.
So I'm curious as to what people think would be good to build into the app. I don't personally go to the gym so I'm not sure what features would be of use to people. All I can think of at the moment is a stopwatch/timer for when people are doing activities.
Does anybody else have any ideas that would be good?
Hi, we are launching a new platform to allow app and game developers to get real time user feedback and monetize with every game uninstall. So, hold your breath…OR…
If you prefer to get an earlier test drive, we are opening a limited BETA for developers. Drop us a line and tell us how many daily uninstalls you have and let us know if you are interested to take part in the BETA or if you have any other question. Our email is: [email protected]
Happy New Year!
Ben
ben910 said:
Hi, we are launching a new platform to allow app and game developers to get real time user feedback and monetize with every game uninstall. So, hold your breath…OR…
If you prefer to get an earlier test drive, we are opening a limited BETA for developers. Drop us a line and tell us how many daily uninstalls you have and let us know if you are interested to take part in the BETA or if you have any other question. Our email is: [email protected]
Happy New Year!
Ben
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How exactly are you monetizing uninstalls? Wont that be very annoying for the user? First they hate my app and don't want it, and then they need to watch some type of ad too? Doesn't sound like a good way to get good reviews...
Exactly my thoughts
Uninstall Monetization
$$$$$$$$$
Actually find a new way wanted your opinion about.
I have my flag app with over 1M install called Signal Boosters (Fred Baker)
I was trying to monetize creating my own offerwall and taking offers from the networks, long story, that didn't really hit the jackpot for me.
I had a huge problem of uninstalls (70%) since the walls didn't really work so I got really interested in the uninstall event and how to capture it.
Over a year I was able to capture the uninstall event using and launch a browser at the moment of uninstallation without leaving any traces or processes running on the devices afterwards (no trojans or anything that gets you banned)
(I saw some very popular and known apps use this implementation to survey the users that uninstalled and that was my inspiration)
I wasn't sure how to use it without pissing off someone and if it's actually allowed so I integrated it in my app and never talked to anyone about it.
A month ago or so I came across a company called APPJOLT doing exactly that.
I registered and entered their dashboard and saw they developed a whole system around this technique with the purpose to offer your users an incentive to come back to your app or cross-promote to other apps.
They have an option for free cross-promotion campaign so it hit me right away I can use their system with a CPI offer I took for my offerwall from one of the networks, so at the moment of uninstall it will show the offer and I will get paid for it.
I couldn't believe it but it worked, I see almost 1K uninstalls a day and generate around 70 conversions which generates $30-50 a day.
Not sure if I hit gold or not, just wanted to ask the members of this forum how can I improve this flow? or am I missing anything?
$$$$$$$$$
Please be aware that it might be against google policy. There is no notification about that your app has been uninstalled (or the uninstallation started), so they use background service that checkes if the user is currently trying to uninstall your app. Also, the earnings reported here are very high (eCPM $30 - $50), while ad networks pay usually between $1 - $3 for interstitial ads, I don't think you can get such high eCPM for uninstallations, I would expect something at least 10x lower.
Cool idea but it's hard to make it practical and implement it. So, how exactly are you monetizing from uninstalls I wonder..
I can guaranty you that you will get A LOT of 1 star. I will for sure install the game again just to give it 1 star.