• Well, let's say it: the old admob was sooooo '90s. So we absolutely appreciate the new one.
    I don't know if we never used the old one 'cause it was so ugly, or just because we love AppFigures too much to bother to use other stats services.
    The first impression was: hey, where are all my old stats?? ç_ç But don't be scared, they'll come back in about 24 hours.
    The second impression was actually: wow, we didn't know anything about AdMob! That's because the new UI made us discover something we really didn't know. First, you get paid only when you reach at least 70€ (that's a lot for us, since we use mediation and iAds gives us most of the revenues). Second: we had never confirmed our bank account. I had no idea that we had to do that! Third, you can filter ads and remove some categories.
    Well, probably everybody knows all of this except of us, but it's just a good example of how UI can change everything!

    Posted 4 years ago in Promotion with 0 comments. Write a comment
  • We opened a tumblr blog! It's just perfect for us: we like writing quick, short post with nice images, and tumblr is just the right tool.

    It all started when we noticed that our facebook page, which is made of almost only images, was pretty nice, actually. It shows a story, how our apps grow and develop from sketches to actual products. And it's pretty quick and nice to read it, too (by the way, that's why we also changed the website layout!).

    We love tumbrl and we use it every day, plus it give us the chance to get new fans. Unlike facebook (where we're don't have many fans yet), on Tumbrl you can reach new people that search categories: game development, illustration, acqua alta, and so on. Even when we have not much to say, we can still post an image or a link to a useful website / tutorial / plugin that we used while coding.

    Come visit and follow us on pugosoft.tumblr.com :)

    Posted 4 years ago in Promotion with 0 comments. Write a comment
  • Hi everybody, we're happy to announce that we've officially started to work on a new project *__* As we always said, it's gonna be a game. A casual game, easy, quick and enjoyable to play, but with some game mechanincs that makes it deeper that it seems, and worth to play and re-play it again. We aim to make it beaufitul and fun, that's all a mobile game really needs, doesn't it?
    This is the third project idea we seriously considered since Venice tides' release, but it's the only one that really convinced and excited us. We already have a pretty clear concept idea, we have wireframes, first hand-drawn sketches and rough prototypes. Wow :O
    Right now we're in an "practical exploring phase", where we're done with the main concept, and we're working on refining the visual style and understanding how it's gonna work from the code point of view (we were in doubt between cocos2D and Unity, but we chose the former since we have more experience with that). Basically, we're giving shape to what we have in our mind, and we're finding the right tools to make it real.
    This time, we would love to use the blog to share all the steps with you guys (but not too much... yes, we're pretty paranoid, and bad things happen, so we'll stay a little bit vague at first), and create a history of how this game was created.

    Posted 4 years ago in Prototyping with 0 comments. Write a comment
  • We reached 500 downloads! Last weekend, actually, but anyways: wow! Thanks to everyone for downloading and appreciating our app.

    Maybe for someone 500 is not such a big number, but it’s flattering for us. Venice tides is our first app, it's super local (it works just in one city) and it’s seasonal. We didn't expect that much (ok, we've got a lot of acqua alta in Venice this year, maybe it helped us a little), so - again - thanks to everybody!
    Just the idea that so many people has our Venice tides on their iPhone is totally rewarding and… amazing!

    So, just for the record, what have we done to reach this level? Not much, really. Which means that, with some more effort, we could do way better for the next app!
    First of all, we went social. We opened a Pugosoft’s Facebook + Twitter + Pinterest page. Facebook is the one we're using the most, mainly because is the one where we have more connections (we’re not big Twitter or Pinterest users). We posted app infos, screenshots, sketches and so on. The “bad” thing is that we couldn’t get any fans except of our friends (you’re great, guys!). But, well, we didn’t really do anything to improve that, since we’re not sending the app’s “share buttons” to the Pugosoft page. We wanted to promote the app, more than promoting us: when someone shares Venice tides, it's important that, on Facebook, his/her friends see that he liked an app about Venice's acqua alta («Oh, wow, that app is interesting, I want it :D»), and not Pugosot  («...Pugo---what? What the hell is that thing? @_@»). Which means no likes for Pugosoft. But that’s ok, there’s time for that ;)

    We tried asking for (free, of course) reviews. We send a request to AppAdvice, AppStoreApps, theIphoneAppReview, AppCraver, AppChatter, WhatsOnIphoneSlapApp… and maybe a few more (some of these are kind of scary, we know). They said it will take 6 months… wow. But, hey, it will be September in six months, which could actually be a perfect time for Venice tides to get promoted (we’re so optimistic, aren’t we?)

    Other than that, we posted screenshots and links to our personal websites and accounts (iPhoneSDK forum, Behance, DeviantArt, LinkedIn and so on). Just to make some more links all over the web.

    And, well… here we are, with our first 500 downloads! Now that the spring is here (finally, by the way), we know that Venice tides will be temporary forget. We’re ok with that, ‘cause we plan to use that time for our next app - which we still don’t know exactly what will be… but a game, for sure – so stay tuned!

    Posted 4 years ago in Promotion with 0 comments. Write a comment
  • Apple approved our Venice tides and Venice tides lite two days ago *____*
    After a first scary moment when we found a small bug (luckly server side, so we could fix it immediatly), everything went fine! We're pretty crazy about stats right now. It'll pass, we know, but at the moment we just have to check them every half an hour or so :P

    We're using Test Flight Live, App Figures and iTunes Connect for app's stats. Test Flight is just wonderful for live data: we check it mostly for the lite version (it has more traffic), it shows returning and new users, plus stats on some customized checkpoints we set during the testing phase.
    App Figures has stats on sales, trends, ads and - our favourite feature - rankings. We discovered there that we ranked 10th on Weather category in Italy and many more countries (wow!!). It shows iAds stats too, but iTunes Connect seems far more reliable for that.

    So, how is it going? The full version got some nice downloads the first day (we promoted it on Facebook - it's mainly a local app, after all), but that's it for now. The 'acqua alta season' (november to january) is over, so we think that's pretty normal, we expected that. What's surprising, instead, is the free version. We're getting a lot of download from any kind of country: not just Europe, but Russia, Singapore, Kuwait... anything, really. And, well, we're flattered :)
    The real problem now is that iAds (which we included in the lite version) does not support most of those countries. We're gonna try adMob, mediated with iAds (which, basically, means that we serve iAds first and, in case it has no ads to show, we switch to adMod). We checked on the internet and it seems like adMod has a better fill rate :O Well, we'll let you know ;)

    Posted 4 years ago in Development with 0 comments. Write a comment