About sellings

Hi guys, wondering if any of you can give me this type of info.

I already have license Unity iPhone Basic, and the game is something like 2 weeks from completion.

Now, surely I’m not going to publish the game for iPhone with the Unity logo on screen along all the game.
Not that I don’t love Unity, but I don’t think it’s very professional. The Unity logo will be there anyway, but not on the game screen :slight_smile:

This means I’ll have to buy Unity Pro and Unity iPhone Pro = 2200 euros.

And if I’d buy Unity Pro and Unity Android instead?
Price is the same and I’d not have to fight with App Developer approval (waiting since 1 week and more now…) and then with AppStore approval.

But… but I know NOTHING on how a game for Android is selling yet.
Will I make at least my money back? (the game is quite good quality)
After that, I would buy the iPhone Pro license and publish for iPhone as well.
Would Apple make problems about the fact that the game has already been published for Android?

So, once and for all: what are the numbers of selling of a game for Android at these times?

Does your game even fit the requirements for android? it might be too large to be even accepted on the android marketplace for example. (unlike AppStore, google is extremly strict on that end)

Well, we are going to make an ad supported light version of the game first of all with only one map and that should quietly stay under 20 MB but honestly don’t know what are the numbers here.

I’ve found that the limit is 25MB, we should be ok with that, at least for the demo.

I think we’ll have to work out external maps download for the full version.

Android sales are roughy 1/10th of Iphone sales, I doubt anyone who has purchased it yet has made it’s money back.

Uh :frowning:

Well I think we’ll go on iPhone first then… anyway Android sellings are booming crazy and the situation will get fantastic in a couple of months IMHO.

No doubt about it, but for now if you can get just 1 license, I would take Iphone, Android isn’t ready to be used completely indepently.
For example there is no way to tweak controls in realtime, because it lacks a function like iPhone remote.

Mhhh surely that’s a little inconvenient but I don’t think that is essential, if it’s only about test controls that shouldn’t be a major obstacle.

A high-quality game for Android could make you a lot more than for iPhone due to the much lower competition. I’ve had no problem making money with Android, but haven’t been using Unity.

I considered that factor that at the moment the Android Market is not as saturated as the AppStore (with good titles), and that’s a really good point (if you have a good product of course).
But piracy (I think it’s quite higher on Android than on iPhone) and the lower number of Android handheld sold up to now (even if it looks like this year Android will really explode) are pushing us on the other side of the balance.

Also, we’ve been reading the forums and it looks like there is quite some problem with the different devices… it would be nice to have some informations more about that. As we are a really small team starting up, we cannot start buying 20 mobiles just to test that our game is working on all.

Anyway, thank you very much for your comment, I take note of it… we still have some 10 days before our game is complete and then we’ll have to choose.

Android has a bigger market share than iOS right now, not just in the future.

It seems most of the compatibility issues are with the newer Samsung phones and the problems should be fixed when they switch to the 2.2 os.

As for the piracy, there is a licensing option now that you might want to check out:
http://developer.android.com/guide/publishing/licensing.html

Anyway, it’s ultimately your decision.

Your answer implies that Unity packs everything into the APK. There’s no automatic support for anything else without using AssetBundles?

Man I don’t put in doubt your word, your help is really precious to me, I’ll have to talk with my programmer and then we’ll decide.
These new input you give me are again turning me onto the Android side :smile:
We were already oriented to Android (even if we bought Unity iPhone Basic before) but I see it as a difficult choice (as we are starting up and can only buy a single license at the moment).

Dreamora, do you have an idea of roughly what the max size is?

Here.