Spazzle Takes Off in Asian Countries

This morning I was entering our download information for Spazzle into the January spreadsheet and noticed something very different happening with our numbers. Normally, our percentage of international downloads is about 21% (see dates 12/28-12/31 in the chart below). But for the period 1/1 through 1/10, I noticed that our international downloads accounted for a whopping 52% of our downloads! Hm, this required further investigation…

As it turns out, there has been a big spike in downloads coming from Taiwan. The following graph shows just the Taiwanese downloads for the same time period:

We checked our app rankings in Taiwan, and sure enough, we’ve climbed the charts to the #21 game overall and the #1 free game. We’ve also seen increases in other Asian countries, although the bumps have not been quite as dramatic as in Taiwan. We’re not sure what has caused the sudden interest in our game in the Asian markets, but we sure do appreciate the business from the Taiwanese customers and hope that the folks on the other side of the world are enjoying the game!

🙂 fairlady

Buying your way into the App Store’s Top 25

Is it possible? Yup. Read on!

I’m the lead developer for Fairlady Media, Inc where we’ve developed 10 games (and counting) with over a million downloads. The projections that follow are based on our experiences with advertising games for the iPhone and ipod Touch on Apple’s App Store.

More than 125,000 developers are registered to create apps for the iPhone. That’s a lot of competition. Can only the biggest developers (EA,Gameloft,Freeverse,etc.) make it into the Top 25? Nope, everyone’s welcome!

While its certainly possible to make great money with apps that never get into the Top 25, most developers want very badly to be on that list. Being in the Top 25 during the last week in 2009 meant a profit of between $12,000 and $22,000 a day.

Conventional marketing ideas have evolved as hoards of developers fight for spots in the lucrative Top 25. Outside of getting lucky (defined as getting featured by Apple, getting reviewed by one of the major review sites or getting into the Top 25 through pure chance), most developers end up looking at buying in-app ads for your app to boost sales numbers long enough to raise your rankings.

To get into the Top 25 with a free game, you’ll need to average more than 10,000 downloads per day. A Top 10 free app will average more than 20,000 downloads a day. Less ambitious? To be in the top 100 free games in a gaming category like Family Games, you’ll still need to average more than 2,000 downloads per day.

AdMob is currently the leading in-app advertising company. At AdMob, the minimum cost for a click on your ad is 5 cents. The highest conversion rate (how many people download your app after clicking on your ad) we’ve ever experienced is 20%. Using that as an average, you would have to purchase 50,000 clicks to get 10,000 downloads. That would add up to $2,500 per day. Note that this conversion rate would be optimistic for free games and would be much lower for paid games.

AdMob’s cost structure is based on bidding. That means that by bidding 5 cents per click, you’ll be competing against others who bid as much as 60 cents per click. In our experience, you would need to average at least 20 cents per click to actually get 50,000 clicks in a single day. That means $10,000 per day.

Our experience is that rankings on the App Store are based on a 3 day average. That means that you would need to maintain your ranking for 3 days to achieve the highest ranking possible.

Total cost to be in the Top 25 by advertising with AdMob? At least $30,000.

Too much? How about raising your ranking from 75 to 10 for a free game in a gaming category like Family Games? That would mean going from 1,000 downloads per day to at least 4,000 downloads per day. At least $9,000.

We have now tried this experiment 4 times for 3 different apps. Results have varied and are very hard to quantify. Our best results were for Spazzle, which went from several downloads a day and complete obscurity to 14th overall. Total ad spend: $5,850 (with another $4,600 after we got into the Top 25). This was in February of 2009 so the volume of the App Store was much less at the time. We were also on the front page of CNET, Digg and several other sites during that month.

Let’s say you read this article and decide to take the plunge (we’re not liable!). Let’s further say that you achieve the expected results (don’t blame us if you don’t). Congratulations! You now have a highly ranked app!!! How long will that last? For us, it depends entirely on the quality of the app. A great app with a great icon, name, screen shots and description may retain its position for months or years. Spazzle is still ranked in the top 50 in the Family Games category a year after its release.

Well, that about sums it up! Please let us know if you would like more information about any of this. Why not download Spazzle now! 😉

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Spazzle has reached 1 MILLION DOWNLOADS!

Thanks to all of our awesome customers, Spazzle has reached 1 MILLION DOWNLOADS! 🙂 This achievement comes just days before the 1-year anniversary of the game’s release (December 24, 2008). Not only are customers downloading the game, they continue to PLAY and PLAY and PLAY. Here are a few interesting stats on the game’s usage:

Total unique users:Spazzle logo
928,322
Total game play sessions:
8,950,233
Total jailbroken users:
13,767 (1.48%)
Total jailbroken sessions:
80,360 (0.90%)
Total time spent playing the game:
98 years, 97 days, 21 hours, 8 minutes 24 seconds

745,970 of our users are from the United States (80%). 57% of our users are Male, 42% Female.

By Age:
13-17   23%
18-24   30%
25-29   17%
30-34   11%
35-39   7%
40-49   6%
50-64   1%
65+       1%

10 PM is our most popular playing time. Sunday is our most popular day, followed closely by Saturday. The iPhone 3G is by far the most popular device people play Spazzle on.

We hope you continue to enjoy Spazzle!

🙂 fairlady

Spazzle’s Count Up to a MILLION Downloads!

Our classic critter-whacking game, Spazzle!, is close to reaching 1 MILLION DOWNLOADS! To date, we’ve had over 982,000 customers download this popular fast-paced game…

To celebrate, we’ll be releasing 3 all-new levels with a new bonus item! Look for it soon on the App Store! That’ll be 15 levels total!

Help us reach a MILLION!

Download the full-featured free version today! (with ads)

Download the full-featured .99 version today! (no ads)

A HUGE thank you goes out to all of our customers who have made this game a smashing success! I’ll post updates to let you know when the new levels have been released and when we’ve hit our million download mark!

How an iPhone game can make a small difference…

Recently I received an email that contained a touching story about how one of our iPhone games, Spazzle!, has made a small difference in the lives of some folks who need regular physical therapy. With her permission, I am sharing the story with you. She wrote:

“So thought you would be interested to hear this – I just got Spazzle a few days ago. I have been playing a lot. Ok that’s the background.

“My mom (69) has MS and has had a flare up recently meaning I need to be spending time there to help out. Well we were waiting for one of the visiting Physical Therapists to arrive and I showed her my “new game” to like distract her. She thought it was cute and asked how to play. So I let her play around with it. The PT came in while she was playing and asked what game she was playing so she showed her. The PT was REALLY impressed and said that was a great game to help with her finger movement! So SHE is going to download it to have it as a distraction for patients she thinks can benefit from it!”

Spazzle has had almost 1 million downloads to date..

But this is my favorite one. 🙂

– fairlady

Whack ’em All renamed to Spazzle; Sequel released

July 2009. After 6 months and nearly a million downloads, everyone’s favorite iPhone and iPod Touch game “Whack ’em All!” has been renamed “Spazzle: Midnight Mask”.

If you haven’t already, check out Spazzle – the smash-hit family friendly game! Its finger-tapping fun, crazy-hard levels and kickin’ country western soundtrack have kept hundreds of thousands of fans addicted! They keep coming back for more and challenging their friends and kids to beat their high scores.

And now, just in time for those awesome new iPhones, Fairlady Media is proud to announce the upcoming release of the sequel to Spazzle, “Spazzle II: Disco Blitz”!

Zap the sly alien cyclopses, poppers, eggheads, and razzlers before they destroy the planets, alien cities, moons, and spaceships! Be careful not to hit the cute fluffy SPACE kitty! This fast-paced game requires you to tap and shake the device to deter the aliens while picking up point bonuses, time bonuses, ray guns, and extra lives.

Enjoy 12 all-new levels in Spazzle II; each level introduces new challenges, aliens, and/or bonus items. Be forewarned; there is a big ugly alien who lives on each new world that you conquer, and you’ll need quick reflexes to defeat him!

Spazzle II features custom disco funk music and alien sound effects by Atomicon! Download a free track from the game here. The full soundtrack will be available soon on iTunes!

Plus, Spazzle II gives you all the bragging rights you need with a global high score leader board!

Look for Spazzle II on the App Store July 6th, 2009!

Whack ‘em All! is not associated with Mattel, Inc. or the Whac-a-Mole® trademark.

Whack ’em All released on App Store

December 24, 2008
Fairlady Media announces the release of Whack ’em All for iPhone / iPod touch on the iTunes App Store. This fun action game can be purchased for just 99 cents today on the App Store. The game offers 9 levels of challenging game play, 6 critters with varying personalities, and a player achievements page. You can read more about the game features and view a demo tutorial at http://www.whackemall.com. We extend our appreciation to Chris Garrett at ZWorkbench for consulting and support as we submitted this first game for review at the iTunes App Store and to all those who play-tested our game to make sure it was both fun and functional!