Something Fresh

Wow, it has been over a year since we launched Jimmy Pataya! Time for a small update:

Jimmy Pataya review score

  • We got 95,996 downloads, and generated $7,606 in revenue
  • There have been 190 reviews, and 6 people completely hate the game with all their guts 😉
  • I just got my hands on an early test build for Android 🙂

Perhaps not the most astonishing commercial success, but we have learned a lot in the process. In the meantime we have been working hard on some non-game projects (like Hom3Decorator and the Unity plugin Prefab Lab).

But lo and behold! Behind the scenes we didn’t stop racking our brains to come up with something fresh. And we are now in good shape to kick off production. There’s a game concept that will raise the corners of your mouth, and we have the storyline and main characters just about figured out – so it’s time for action!

As we did with Jimmy, we will give you the inside scoop of the entire development process on our blog, twitter and the Paladin Facebook page. Best news: We are going to start full force next week 🙂

So stay tuned for the inside scoop, and give us a shout if you have something to say. For now I just want to say: We won’t keep you waiting much longer.

-Derk

3 Comments
  • The Dude
    Posted at 21:41h, 14 June

    Hi there!
    Just a quick question: How come that Jimmy only made 7,606 USD in revenue?
    From 95,996 downloads (-> sold licenses?), like you wrote, at a price of 0.99 USD a license and after a 30% cut for Apple, you should still end up with ca. 66,500 USD, not considering effects coming from foreign exchange rates.
    And in my book, 66,500 USD would be an OK success, considering that it took only two weeks to develop. Not really amazing, but enough to pay a few bills and pay checks for a few months.

    Again, not considering foreign exchange rates, a revenue of 7,606 USD would translate to roughly 11,000 downloads of 0.99 USD each.
    Have you really had just 11k downloads, and the other 85k are downloaded updates? This would also explain why you only received 190 reviews in total, not a whole lot, judging by my own experience as an iOS developer.
    I simply have to miss something here.

    • paladin_studios
      Posted at 08:15h, 16 June

      Hey Dude 🙂
      Most of those downloads were in the weekend when we made Jimmy available for free (using FreeAppADay). We indeed had about 10K paid downloads – of which we keep 50 eurocents each. Regarding reviews – I guess a lot of freeloaders don't bother with writing one. Otherwise I don't know why we have only 190 – could be anything.

  • The Dude
    Posted at 21:57h, 16 June

    Wow, thats tough.
    But I wouldn't take this personally. I liked Jimmy a lot and it sure is one of the better games out there, especially considering the price of only 99 Cents.

    iOS is a tough plattform for game developers, thats for sure, but it is also one of the most rewarding ones as well. So don't stop there. Your company seems to have the manpower and especially the creativity to do a few more great games, maybe just as coffee breaks that earn you a little extra cash you would't have otherwise. Keep it up, you'll hit it one day, I'm sure.

    Thanks for your answer and for being so open about your business data. I appreciate the insight, especially because I don't do iOS games, only utility apps. And with them the market works a little different, I guess.

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