Not shown: 1000s of goofy iphone apps that generated close to $0
If the moral of the story is "Do funky apps for fun and be happily surprised if they make any money" then I agree. If the moral is "Do funky apps and expect to make $16k over a weekend" then I have to disagree.
Note: I say this as the co-author of a very nice funky app: http://fakewhale.com I am currently waiting by the phone for investors or acquirers to call.
And that's a shame, i think we could learn a lot from Post Mortem posts of projects, especially if the project fails.
It's also a good habit for yourself, to look back at the project, and analyse it, the mistakes that were made, why it didn't work, what would you do differently if you were to start now.
When i was a freelancer, and doing my own little flash games, i was almost always do a small report for myself on why it did/didn't work, always a good process to avoid making the same mistakes again and again.
A ton of things are wrong with that app. It works about 80% of the time when I want to lampoon a friend. Fixing it for the other 20% just isn't worth it to me.
> Not shown: 1000s of goofy iphone apps that generated close to $0
that's why I sometimes just hate the appstore (and humanity). when a shitty 10 minute app tops the charts and projects that people (read me) spent months on are somewhere @place 1000.
If the moral of the story is "Do funky apps for fun and be happily surprised if they make any money" then I agree. If the moral is "Do funky apps and expect to make $16k over a weekend" then I have to disagree.
Note: I say this as the co-author of a very nice funky app: http://fakewhale.com I am currently waiting by the phone for investors or acquirers to call.