Part three of my series on various things we learned about selling on the iOS App Store. (Part 1, part 2)
Don’t pay for AdMob clicks!
We’ve tried buying ads on AdMob for all three [...]
In part two of my series on lessons we learned about selling on the iOS App Store, I’ll focus on our experience with review sites. Again, this is not an exhaustive list of all the stuff you need to know, but rather a collection of things that eluded us when we published our first couple [...]
We’ve been releasing apps on the iOS App Store for about a year now and have three apps in the store (our games “Drifts” and “Coign of Vantage”, and a sandbox game / interactive toy named
If you’ve released an iOS app, you’ve probably carefully read the stories of developers who were burned by getting the wrong release date in the App Store and subsequently missing out on the new releases list. As we painfully learned with CellShades, there are still pitfalls to look out for in 2012. I’ll [...]
Last week, we released a new iPhone/iPad app named CellShades.
CellShades is an experimental little app, similar to “Cellular Automata“, in which you spill liquid which provides energy for cells to spawn and harvest. These cells follow a handful of very simple rules (such as that they will always [...]
The Objective-C/cocos2d ports of Drifts are our first foray into the world of iOS. They were originally released earlier this year (back in March). As this is our first iOS production, we were interested in learning what kind of measures produce what kind of effect on our sales, even more than making the biggest [...]
About
I'm a Vienna-based media designer and developer. I co-founded bobblebrook, a small & cozy casual game studio (you should hire us!).
I like to write about interactive media, games and code and how they mingle.
You can e-mail me at:
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