Appszoom for Developers

How To Choose The Right Screenshots For Your App

Posted by Teru Yim on Aug 4, 2015 9:20:00 AM

When you launch your app into any ecosystem, it’s important to remember that you’re basically publishing a press release. Choosing the right images to support your product will be a huge factor in whether or not your app is properly represented and, accordingly, if it is commercially successful. You might not have realized it, but screenshots are actually a huge part of any app’s marketing push.

Choosing the right screenshots to go along with your app’s description in the App Store (or Marketplace) is a critically important step towards presenting the right impression of your work.

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Why Cross-Platform Tools Are Useful, And When To Use Them

Posted by Teru Yim on Jul 28, 2015 9:19:00 AM

So, you’ve just been asked to develop an app for a client. You’ve been told that it should be simultaneously available for iOS, Android, and Windows 7. Your head starts spinning with the overwhelming responsibilities that you’re being asked to take care of - how can you possibly approach a project like this?

In fact - generally speaking - how is it that we’re supposed to develop for multiple systems? Especially when the creators of the devices that actually run the systems are encouraging us to approach development with entirely different protocols?

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The Hows And Whys Of App User Testing

Posted by Teru Yim on Jul 21, 2015 10:06:34 AM

It’s not unusual for apps to be seen by a very limited number of people during the bulk of their development process. In order to get a good idea of how your app will function in the real world, it is extremely important that you test it with real-world users.

We do this for a number of reasons. Firstly, a fresh pair of eyes is usually best for catching out bugs that the devs might miss; they’re much more likely to navigate the app differently from the people who are actually creating it, and this can often turn up some valuable problems before launch. Otherwise, issues that would have been caught out by testing might end up shipping with the finished app and permanently hurt your reputation.

Secondly, we want to know how easy the app is to use. Does it serve its purpose well? Does it benefit the end-user in the way that it should? Are there any small adjustments which would have a large positive impact on the experience? Is there anything which you might have thought was obvious, but in practice is difficult to find for the user?

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Business Models For Your App: Premium vs. Free vs. Freemium

Posted by Teru Yim on Jul 14, 2015 1:06:56 PM

Since Apple’s App Store came into play in 2008, apps have quickly become a huge component of the software market. The demographics for software users - whether for casual gaming, image editing, or any other category - have changed dramatically. In the middle of all this commotion, a few people have become ludicrously wealthy, and a few million others have tried their best to do the same.

Before you can make your first million (or, for the more patient among you, your first ten bucks), it’s important to have a realistic grasp on the current state of the app marketplace. You also must know where your app sits within that context.

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Star Traders 2 RPG Gets Kickstarter Staff Pick! Interview With Devs Trese Brothers

Posted by Janel Torkington on Jul 14, 2015 1:04:06 PM

After penning an article on reddit's Top 9 Hidden Gaming Gems, I was approached by dev Andrew Trese of the super popular Space Traders RPG about his upcoming sequel, Star Traders 2 RPG - which has just received the Kickstarter Staff Pick seal of approval this morning.

The Trese Brothers are aces at creating sprawling strategic worlds that span from pirates to cyberpunk, including procedural content and inspiring dedicated and active fanbase forums. Their four titles (Space Traders RPGHeroes of Steel, Age of PiratesCyber Knightsaverage a whopping 4.7 star rating in the Play Store.

I interviewed Andrew to find out what's coming up next for this dynamo of a dev team.

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Build Your Own Afterlife: Oculus Rift Game Development and the Future of VR

Posted by Janel Torkington on Jul 14, 2015 1:02:38 PM

This time last year, John Torkington, Koriel Kruer, and James Steininger of White Lotus Interactive ran a successful Kickstarter to support the development of a first-person puzzle adventure game for the PC called XING: The Land Beyond.

The Kickstarter hit its reach goal of Oculus Rift support, so the trio’s spent a year now developing an environment-based world compatible with the latest in VR tech. I held an interview with them about what it’s like to put in days on end in a virtual world of their own design.

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How To Make Sure No One Ever Downloads Your App

Posted by Janel Torkington on Jul 14, 2015 12:58:03 PM

Carlos and Max ​Carrasco are Weird & Wry, a mobile dev team based in Barcelona, Spain. For the past year and a half, they’ve poured their time and effort into putting together a space-themed strategic building and exploration game called The Spatials.

At the beginning of May 2014, The Spatials was accepted into the App Store as a free, ad-supported iPad title with minimal in-app purchases. One month later: downloads and revenue have flatlined.

Weird & Wry’s story is far too common among indie devs. What went wrong here?

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The UI Trends Of Successful Casual Games

Posted by Teru Yim on Jul 14, 2015 12:54:19 PM

Successful user interfaces are more important in casual games than in any other type of app. Creating an environment where users can easily enjoy straightforward, fast-paced exciting games is incredibly important.

You don’t want to have to navigate through half a dozen screens to start actually playing Candy Crush Saga. Likewise, you don’t want to have to wait for the game to load up again when you only had to come out of the app for a few minutes to answer a phone call.

Today, I’m going to discuss the elements of great user interfaces found in well-known and beloved (by some, at least!) casual games.

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The Indie Dev’s Crash Course Guide To Mobile App PR

Posted by Janel Torkington on Jul 14, 2015 12:50:06 PM

Mobile App PR: You’re Doing It Wrong

When it comes to PR, mobile indie devs have one major thing in common: they do it wrong.

There are over 1.2 million apps in the Play Store alone, and devs upload hundreds more every day. The large majority of them sink to the bottom of that ocean and rot.

Indie devs in their garages are often brilliant artists and programmers who don’t know jack about self-promotion. Their PR efforts are scattered, piecemeal, and uninformed — or, worse, nonexistent.

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How To Make a Killer Landing Page For Your App

Posted by Janel Torkington on Jul 14, 2015 12:46:40 PM

We all know the future is mobile, but you need to give your app a web-based home too.

Think of your app landing page as symbiotic with your Play Store/App Store pages. Instead of being confined to a few little generic boxes, the design and content of your landing page is completely up to you.

Here’s how to make the most of it – even if you don’t have any experience with web design.

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