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by avgarrison 5199 days ago
I actually used a home-made framework that I have been kludging together since my first app, BridgeBasher. Back then, Cocos2D and Unity3D weren't as awesome as they are today. It worked out well though, having my own framework really lets me dig into the nuts and bolts and change any aspect that I need.

I have an email list of about 80k subscribers that I've accumulated from my other apps. About 28% have opened, and about 25% of those who opened actually clicked the link.

Yesterday I clocked 3879 downloads and landed at #52 in the charts. I'm not sure how many downloads I've gotten today.

I decided on the $0.99 price point because of the large e-mail list.

2 comments

Congratulations on your game, it looks pretty smooth, nice graphics too. According to http://topappcharts.com your game is #36 today, is that accurate? dummy defense is climbing the ladder, would be interesting to know the downloads per position in the charts.
Yesterday I climbed from 51 to 36 in the US app store and received 4,119 downloads.
Thanks for replying. BTW, how do you get a good signup rate for your email list via the app? Do you load a prompt up after X amount of hours/app loads?
I pop up a dialog asking for their e-mail after 3 app loads. I'm not actually sure what the rate is (signups per impression). I have surprisingly little analytics in my apps, I really should incorporate some of that. Do you know of any good services for that?
Flurry or Mixpanel