The official app store differs from other game channels. While 400 downloads in 24 hours might seem very low, it's actually quite good for this platform.
In other game channels, like the Dichaogame platform or various smartphone brand app stores, you can directly buy recommendation slots. If you communicate with the platform, you can even secretly boost your ranking. So, if you're willing to spend money on these other channels, seeing thousands or tens of thousands of downloads on the first day is not surprising.
However, the official app store rejects any ranking manipulation. When a new game goes online, it waits in an inconspicuous corner to be discovered. Even if a game like "Storm Knight Adventure" gets on the latest game chart and new game recommendation list, only a few people will download it.
The official app store automatically adjusts recommendation slots based on new game data. For a game like "Storm Knight Adventure," its current data could lead to a spot in the premium new games or category recommendations, significantly increasing its downloads.
Suppose the downloads and ratings of "Storm Knight Adventure" remain good after the following recommendation. In that case, the recommendation slots will improve, leading to a virtuous cycle where downloads can increase from hundreds to tens of thousands within a week or two.
However, only a few quality games can maintain this "virtuous cycle." Most ordinary games see a drop in data and lose their recommendations halfway through.
The official app store takes a smaller cut, only 20% of the game's revenue. The tax deduction is a bit more complicated but not difficult to calculate. After various taxes like transaction tax and income tax, about 30% is deducted.
If a game with 100,000 downloads sells for $20 without discounts, Simon Dominic's revenue would be $2 million. After platform cuts and taxes, he would net around $1.12 million.
Even with half the profit, it's still a substantial gain. However, achieving 100,000 downloads is challenging, especially for a $20 game.
Even games priced at $10 rarely reach 100,000 downloads in the app store. These games are often on various charts and constantly get recommendations.
Most smaller developers might get a few thousand downloads after months of hard work, barely making enough to cover costs.
Alex Parker said, "In one or two hours, the recommendation slots will refresh. Let's see where it goes."
Simon Dominic nodded, "Yes, my game's data looks promising compared to others. But you never know with the app store's recommendation algorithm."
It was clear Simon was a bit nervous. The recommendation could significantly impact his game's future. He had put effort, sincerity, and creativity into this game, now it was up to the players.
Alex patted his shoulder, "Don't worry, the quality is there. What are you afraid of?"
Simon said, "I hope so. By the way, is your game ready? Maybe I can give you some feedback."
Alex nodded, "Sure, you can play on a computer or phone."
Simon was surprised, "It's dual-platform? You're ambitious! I'll play on my phone; I'm used to it."
After installing the game, Simon clicked the "Plants vs. Zombies" icon.
Ten minutes in, Simon was hooked.
"This game... the completion level is high!"
As a game designer, Simon looked at games differently. He was amazed that this game had perfect visuals, music, interface, and gameplay—he couldn't find any flaws!
The tutorial was simple and clear, easy to start, the difficulty curve was reasonable, and the combat system was rich...
If someone told Simon this was a top-selling game, he wouldn't doubt it!
"You made this in three months?" Simon looked at Alex in disbelief.
Alex nodded, "Yes, I've had the concept for a while. How is it?"
Simon kept nodding, "Amazing, it has the potential to be a hit! This quality beats many chart-toppers. When are you releasing it?"
Alex said, "Tomorrow. I've collected some player feedback and made adjustments. No major issues. Once it's online, I'll update it based on more player data."
Simon said, "I think it'll do well. Your game is much better than mine. I didn't expect this! How did you get so good suddenly?"
Alex laughed, "It's no big deal. Plus, whether a game succeeds isn't just about quality; luck plays a part too. Let's hope both our games sell well."
Simon said, "Yes, let's hope for that. We might be companions on the new game chart."
In three days, nearly a hundred people had played "Plants vs. Zombies," most of them brought in by Jessica Thompson and Paul Wilder.
After returning, these players recommended the game to their roommates, bringing more players to Alex's experience store.
Now, the store had over ten people daily, becoming lively.
Alex and Simon chatted for a while longer.
"Hey, the recommendation slot has been updated!" Simon exclaimed.
Alex leaned in, "Check it out; what's the new slot?"
Simon excitedly looked through the app store, "Category Game Recommendation! Premium New Games! Both slots!"
"Nice," Alex smiled, "You're on fire."
These recommendations could attract players interested in that genre and new games.
Getting both slots meant the system considered "Storm Knight Adventure" a key recommendation, likely boosting its sales significantly.
If the high ratings continued, the game might even get a homepage recommendation.
Simon sighed with relief, "Finally, the second recommendation is crucial."
Alex reminded, "Stay vigilant. Keep an eye on player feedback and potential smear campaigns from competitors."
Simon nodded, "I know, it's just the second recommendation. There's still a way to go."
They chatted for a few more hours, analyzing other new games and their data. After the store closed, they grabbed a late-night snack, and Simon left.
He needed to monitor game data and player feedback closely. Alex also had to prepare for his game's launch. Both were busy.