What I've Learned Self-Publishing Apps
Toddler Tap! has now been out for two years. Through that time Iāve done different experiments to try and make the app a success. I thought this would be a good time to write up some of the things Iāve learned along the way.
I should first give a little overview how the app has changed over these two years, using the Nov. 24th anniversary date as a benchmark.
I went into this with the goal of making a series of independently released apps, 3-5 in total, by the time I hit 40 (Iāll be 36 in February). I had a plan that the first app would be the smallest and start a revenue stream. The revenue for that app would pay for the next, larger, more complicated app (which would require outside help). Those two apps combined would pay for a third app (and so on).
Success for Toddler Tap! meant that it would have to make enough money for the second app, The Interactive Guide to Drawing Dinosaurs. I wanted an outside illustrator to draw all the dinosaurs while I focused on designing / programming the experience. By that account Iād have to admit this app failed. The app has actually turned a profit, (which is no small feat itself since I had to pay for professional audio recordings), but even without those expenses it never even made half what I would need for the illustrations.
I canāt call the experience entirely negative though. Itās been a good creative outlet, and while tiring, has helped me keep an even keel in work where I donāt have as much total control over what I make.Ā A good number of things in our new HTML5 multimedia environment in were informed by this app and the half-finished dinosaur app. I learned a good bit about pricing, marketing, and a touch about actually running a for-profit effort.Ā
This has been the toughest part. If you look at the chart above the price of a single word in the app stands right now at .78 cents a word (assuming you buy the expansions).
That seems pretty darn cheap, especially since my son has a real world book with 100 words and no audio files for $4 bucks (which equals about 4 cents a word, more than 4x as expensive). But what I've learned is it doesnāt matter how much time I put into this app, it has a market value. Content in these apps have a market value and you canāt break free from that. You have to work within those bounds or just stop. Sago Mini prices apps at 2-3 dollars. They have teams of creative people building things more complex than mine, which I just canāt compete with at nights from my basement by myself. Theyāre setting that price because thatās what people are willing to pay. Thereās no use fighting that.
This is where Iāve certainly changed the most over 2 years. I was dead set against ever making the app free. It seemed so simple: I have a product, you can pay me a single fixed price and you can have it. That just didnāt work at all. I have no marketing ability or resources so itās difficult to get word of the app out there. Also, I consider this an interactive book. All other books in iBooks or Amazon let you download free samples, and if you like it you can download the rest of the content. There really wasnāt any reason for me to keep insisting on an upfront paid price. If you try the app and you like it you can buy the rest of the content.
In some ways thatās the ultimate test on if you've made something good or not. You can trick people into an upfront price. The conversion rate in paid content downloads is a truer evaluation in how many people value the experience you created.
I moved from $1 to download to free to download (10 topics included) with 3 $1 expansions (with a $2 buy all option). I tried a āliteā version that didnāt work. I tried a free version with an aggressive paid strategy that didnāt work (only 2 topics free, the rest paid).
The balance between how much free and how much paid is pretty important. You also canāt just give people the second tier content and lock away all the good stuff. I feel frustrated I havenāt been able to get a second app in the store yet, choosing instead of keep expanding Toddler Tap! content, but I think the price experiments have been very valuable. I can go into the dinosaur app with a better strategy on how to price and break up the free / paid combinations. If I released that app without the price experiments I might have screwed up there again as well and ended up with two apps mis-priced.
For the next app I'm looking at 10 free dinosaurs and 6 in a single expansion. You will get some big name guys like Brachiosaurus and Stegosaurus for free but some others like T-Rex and Triceratops will be in the expansion.
The one place I'll never go is ads. I do not want ads in my products. I have no control over what ads the kids see and ads are distracting and counter productive to an even slightly educational experience.
Iāve had it suggested to me I should just go to Kickstarter and get the money I want for the next app. I donāt really see this as a viable option. If the apps canāt sustain themselves it means every time I want to do something I have to go back to the crowdfunding well. If the apps canāt make the money to pay for themselves that means itās from a few possible problems.
3. My content really isnāt all that great
4. I have unrealistic expectations for revenue that are unsustainable
Going to Kickstarter would just be a way of lying to myself that whatever problem(s) the app suffers from donāt exist. Iād keep churning out app after app with the same problem(s) and have no incentive to go fix them. Wanting the existing app to earn the dinosaurs is what forced me to do the price experiments and learn more about this. If I had gone to Kickstarter that would have just been a way to avoid facts about the environment the app is trying to survive in. Itās not enough to have a cool idea that excites people, which is what gets you Kickstarter dollars. You have to have the marketplace knowledge and the execution to make it a success.
One of the early decisions was to build the app in HTML5 instead of either the native programming languages for iOS or Android. The biggest reason for this decision was not about building for both platforms easily. I simply had to learn how to make rich interactive activities in HTML for work. I have to pull off pieces far more complex than Toddler Tap! to run in the browser. If I didnāt build this app in HTML it wouldnāt exist at all. Iād have spent this time building it for the browser as a free web app or doing something else entirely.
This has actually been more difficult than I thought it would be. I publish through phone gap and use many plugins for game center, in app purchase, etc. The app uses this thing called a webview, which is essentially just a full screen browser with no browser chrome. I expected the two platforms to support HTML5 differently. I did not expect the degree of difference on a single platform in HTML support between just the regular browser and the web view version of the browser.
Mobile chrome hardware accelerates EVERYTHING and itās great! The app runs fast in the browser even on a slow Android device. The webview, however, does not accelerate the canvas, which is what the star bursts are built in, so the app runs slow. Apple created this brand new web view just for people making HTML5 apps but the final iOS8 release shipped with a bug that did not allow for loading local files (all beta versions were fine), making it almost entirely useless. The bug wasnāt fixed in iOS 8.0.1 or 8.0.2 or 8.1 or 8.1.1. Weāre still waiting on a fix. The folks at Phonegap are working on a plugin to run a local server inside the app to get around the issue.
This wouldnāt be an issue if the existing old web view wasnāt seriously suffering performance issues under iOS8. Right now the app is running with a twisted ankle and I have no way to fix. A few days after iOS8 hit my downloads per day dropped by 1/2 to 3/4. The sales dropped as well. I honestly canāt judge how the latest expansion is doing until I can get a version up with fixed performance.
I knew this risk going in and accept things like this might happen. I think in the long run HTML5 apps are a viable strategy once the rest of this gets worked out, but this has certainly been more of a hassle. All the apps I have in mind donāt do anything in particular that HTML5 canāt handle, especially since WebGL support is now on both mobile platforms.
About 85% of the programming for The Interactive Guide to Drawing Dinosaurs is complete. I held out on the illustrations to see if I could afford an illustrator off the Toddler Tap! expansions but it never happened. After Thanksgiving Iāll start the 14-20 dinosaurs left to illustrate with the goal to have it available in both the App Store and Google Play by June 12th, the day Jurassic World comes out. Iād like to have another expansion out by November 2015 when The Good Dinosaur hits. This next year is full of dinosaur-based events so Iād like to try and ride a little of that. If this app is going to have any kind of success it would be in that kind of a year.
If this app struggles as well, Iām considering stopping to try and make money off the apps and build smaller, quick shot experiences for fun that are released for free. I have a few ideas in mind. The pressure to try and make money is turning this into more of a chore than of a hobby. The big experiences I want to do wonāt be possible without outside help and money so Iāll have to let them go. These small ones wonāt be worth a dollar, so Iād rather pump a few of those out to a wide audience who might enjoy them.
Every once in a while I consider the idea of getting out of software publishing all together and getting into more craft / art based stuff. Iāve had some ideas floating around for a while in that area too, some science-based art projects that might be fun like painting satellite imagery or something.