All Articles in App Store Apps

Gizmodo: App Store Economy a Road to Oblivion?

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Gizmodo has an interesting post up on Apple’s iPhone App Store, and how it might be headed straight down the road to oblivion. Their basic take is that downward price pressure, users conditioned by iTunes to expect $1 songs and $2 TV shows, Apple recommending (and wanting) cheaper prices, high development costs with low chances for visibility, all combine to put iPhone (and iPod touch) development on the endangered species list. Further, yesterday’s announcement of in-app purchase for free apps, they argue, makes things like the Top Lists nebulous going forward.

And it doesn’t just apply to the iPhone:

don’t forget, Palm and Android fans, this App Store Effect sends ripples well beyond the App Store. Customers expect to see functionally identical apps priced the same way across platforms, because to us, that’s what makes sense. Can devs really afford to port an app to the webOS to sell to the tens of thousands of Pre owners, when they’re expected to tag it with iPhone prices, calculated for a base of millions? Whether by Apple’s design or totally by accident, everyone who doesn’t own an iPhone will suffer for it.

See their chart, above, showing the pricing differences between platforms. Some would argue the market can correct for anything. If premium developers leave in frustration, users will tire of CrApps, a premium developer will sense the voice, fill it, make a killing, and other premium developers will flock back. Others believe Apple controls the market and so it’s their job to make it as good a market for developers — and ultimately users — as possible through proper policies and procedures (BlackBerry, for example, won’t allow paid apps under $2.99 into the App World).

We’ve all discussed this a lot in the past, and no doubt will continue to discuss it moving forward, but give Giz’s article a read and let us know what you think.



Follow Friday Poll: What’s Your Current Go-To iPhone Twitter Client?

The iPhone and Twitter go together like peanut butter and chocolate, so it’s no wonder we enjoy an unparalleled quantity and quality of Twitter apps for the iPhone. From the earliest jailbreak version of Twitterrific to the latest releases of Tweetie and Twitbit, with everything from TweetDeck, Twittelator Pro, Birdfeed, SimplyTweet, Echofon/Twitterfon, and even Twitter.com’s mobile site thrown in-between (and that’s not counting the specialty clients like Birdhouse, qStatus, and Reportage), it’s really an embarrassment of riches at this point.

So, to help us sort through all the amazing Twitter apps, we want to know which one you use. Granted, like us you might have several installed — you might even have them all! — but we want to know your primary, number one, go-to Twitter client. If you could only have one, today, which would it be? (And feel free to tell us why, and drop your Twitter user name for Follow Friday in the comments below).

TiPb Twitter Team: @theiphoneblog, @reneritchie (Rene), @backlon (Dieter), @iChadman (Chad), @JFSikora (Jeremy), @jamesus (James), @llofte (Leanna), @JHamilton24 (Josh), @justin_horn (Justin), @msproductions (Matt), @skeetobite (Chris).

Updated: Apple Introduces In-App Purchase for Free App — Buh-Bye Lite, Hello Demo!

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Apple has just sent out a letter to developers introducing in-app purchasing for free apps.

UPDATE: Developers Erica Sadun on TUAW, and Marco Arment delve deeper into the subject, as does Techcrunch (twice).

ORIGINAL: Here’s what Apple had to say:

In App Purchase is being rapidly adopted by developers in their paid apps. Now you can use In App Purchase in your free apps to sell content, subscriptions, and digital services.

You can also simplify your development by creating a single version of your app that uses In App Purchase to unlock additional functionality, eliminating the need to create Lite versions of your app. Using In App Purchase in your app can also help combat some of the problems of software piracy by allowing you to verify In App Purchases.

Visit the App Store Resource Center for more details about how you can add In App Purchases to your free apps.

So in one email, Apple ends the clutter of Lite apps, provides a real possibility for demoware (a developer can provide 1 level of a game, for example, for free, and 10 more via in-app purchase), and offers developers the carrot of anti-piracy measures at the same time.

Previously, Apple was resolute about “free apps stay free” so as to avoid user confusion. What changed their mind, all of the above? And will in-app purchases in free apps be extra-carefully marked to avoid just such confusion?

[Thanks everyone who sent this in!]

Trillian IM App for iPhone — 60 Days and Waiting!

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An update from the folks Cerulean Studios on the status of the iPhone version of their popular IM client, Trillian:

It’s been 60 days since our initial and only submission to the App Store. Unlike many of the horror stories you may have read about, we haven’t yet received a rejection notice and we’re not frantically going back and forth with Apple fixing reported problems. Despite sending a steady stream of emails to Apple requesting status updates, we continue to receive generic form letters in response – frustrating, to say the least. As developers, we absolutely understand and appreciate Apple’s need to quality control applications – including the need for additional review time when warranted – but being kept in the dark for two months is a strange way to accomplish this. Cerulean remains ready and willing to work with Apple to ensure the software meets all necessary requirements.

We’re hoping they hear back soon as well. We’re also hoping Apple understands that their lack of communication continues to hurt what’s otherwise a fantastic success story with the App Store. Step up to the mic, will ya? Everything can’t be dead silence and boilerplate on one end, Phil Schiller email on the other…

[Thanks Robert for the tip!]


App Store Broken or Developers? Losing iReligion vs. the Two App Stores

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Is Apple’s iTunes App Store broken, a combination of developers racing to the bottom and users getting conditioned — and feeling entitled — to pay less than what an app is worth? Or, are some developers not yet savvy enough in terms of planning and marketing to take advantage of the App Store business model?

Since we covered Ramp Champ this morning, it’s timely to cover both the thoughts of the developer, Gedeon Maheux, and a response from Tumblr and Instapaper developer Marco Arment that are currently surrounding it.

The crux of Maheux’s post, Losing iReligion, is that the App Store is broken, that it’s too hard to gain visibility, and that if you miss the immediate exposure-on-landing of hitting a top list or featured spot, you’re doomed to obscurity.

In order for a developer to continue to produce, they must make money. It’s a pretty simple concept and one that tends to get lost in the excitement to write for the iPhone. It’s difficult for me to justify spending 20-50 hours designing and creating new 99¢ levels for Ramp Champ when I could be spending that time on paid client work instead. I would much rather be coming up with the sequel to Space Swarm than drawing my 200th version of a magnifying glass icon. But I’d also like to have some assurances from Apple about reducing the length of the App Store approval process, having the ability to respond to factually incorrect iTunes reviews, not be limited to 100 beta testers, or that large, prominent developers won’t always get preferential treatment. In short, I’d like to know things will be fixed and I don’t mean merely posting a page of marketing text in iTunes Connect.

Arment, argues that there are The two App Stores. The first is superficial, geared to Top Lists and $0.99 apps that are basically disposable by both users and their developers alike. These make quick money and then disappear. The second are the profound apps, which flourish only from user word-of-mouth and online coverage, and while they don’t get the initial boom, they have a longer tail before it comes to bust. He further argues that it’s when developers mistake one App Store for the others, and miss-target their efforts, that frustration occurs.

The Iconfactory’s apps are able to compete strongly when people choose apps based on research, reviews, or feature comparisons. But that’s not how App Store A’s customers operate. Whether Ramp Champ is a better game than Skee-Ball is irrelevant to them because they’ll never take the time to find out.

Anyone interested in development and why we get the apps we do (and the ones we don’t) should take the time to read both posts (linked above). Then come back and let us know what you think. Are there two App Stores? Which one do you shop at? And why?

App Review: TwiBit 2.0 Twitter Client for iPhone

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TwitBit 2.0 Forum Review by llofte. For more Forum Reviews, see the TiPb iPhone App Store Forum Review Index!

Surprisingly, nearly 3 months after iPhone 3.0’s release, there are only a few twitter applications that offer push notifications. Twitbit is one of them. Version 1.x wasn’t compelling enough for me to use as my primary client, but the latest 2.0 update is rather impressive and brings Twitbit up to par with other great Twitter clients. The design is clean and simple yet not lacking in important features.

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Quick App: Ramp Champ Brings Skee-Ball Fun to iPhone

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Ramp Champ [$1.99 - iTunes link] is a skee-ball-like, old school boardwalk arcade or amusement park-style game for the iPhone and iPod touch. Co-developed by the Iconfactory and DSMediaLabs, it’s also gorgeous. Of course, I’d expect no less from the pixel perfectionists behind it (and behind other well-loved apps like Twitterrific and Frenzic).

The premise is simple: using your finger and the iPhone’s multi-touch screen, you flick balls up a ramp and try to hit targets, win trophies, score points, get tickets, and redeem those tickets for prizes. The art is sublime, from the included Clown Town, Breakwater, Spaceswarm, and Icon garden to the in-app purchasable add-on packs like the Ninja Attack and Tiki Island combo ($0.99 each). Other add-ons currently include Voyage, Halloween, and Challenge. This part of the app is implemented particularly well, and there’s even a “restore purchases” button should you even need to re-download the add-ons.

In-jokes abound for the attentive as well. Developer Ged Maheux points out the classic icon sizes 16, 32, 48, 64, 128, etc. used as ticket cost for the prizes. And, of course, the first prize I bought was the Twitterrific blue bird itself.

There are three “goals” to each ramp. The first one tends towards the easy, a cookie to reward us for playing. The second and third range from difficult to how-the-frak-do-I-do-this. (Obvious tip: try to time your shots so that you hit more than one target with each ball). That you can often get close works only to make it more frustrating and addictive to play.

The frustrating part may be a double-edged sword, however. Sometimes flicking the ball seems absolutely intuitive and under your complete control, and sometimes it seems like there’s no rhyme or reason to where the ball goes relative to how you flick. In the real world, and number of quirks in a ramp could account for chaotic end results. On the iPhone, it might just be a matter of tweaking the physics engine a bit more.

All-in-all, it’s a beautiful, engaging, casual time-filler of a game, perfect for occupying interstitial moments. As a test, however, I gave it to an 11-year old to try out. I only got it back an hour and half later. So, yeah, it works for a wide range of players and time constraints as well.

If you give Ramp Champ a go, let us know how how many goals you get, and which prizes you pick up.

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MyStarbucks, Vconqr, ESPN Radio, South Park Mega Millionaire, Tap Tap Revenge Classic, TwitBit 2.0, Photoshop.com Mobile, Ramp Champ — TiPb Picks of the Week!

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Every week a few of us from team TiPb, bloggers and forum crew alike, will bring you our current favorite, funnest, most useful App Store apps, WebApps, jailbreak apps, even the occasional accessory, web site, or desktop app if the mood strikes us. As long as they’re iPhone (or iPod touch) related, they’re fair game.

So who’s on deck this week and what are our picks? Find out after the break!

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Quick App: Twitbit 2.0

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For those of you who are a bit disappointed with your current iPhone Twitter client because of the lack of a little something called “push notifications” – You must check out Twitbit 2.0. [$2.99 Sale Price - iTunes Link] We’ve had the pleasure of testing the 2.0 build for quite some time now and we are happy to report this update has been finely tuned while adding a boatload of new features, so many that you’ll have to wait for our full review.

  • A completely new look
  • Push notifications for direct messages and mentions
  • Rich media integration to share all of your media which now includes Flickr
  • Significant performance boost
  • Configuration: Set up Twitbit 2.0 exactly the way you want it
  • Free updates!

Still not convinced enough to make the purchase? Try out Twitbit 2.0 Lite. [Free - iTunes Link] You’ll get all of the same great features, new and old, minus push notifications and Flickr support.

Stay tuned as we will bring you a detailed review shortly!


App Walkthrough: Tweetie 2.0 Twitter Client for iPhone

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Tweetie 2.0 [$2.99 - iTunes link] is the second generation release of one of the iPhone’s most popular Twitter clients. According to developer Atebits, it’s also a ground-up re-write — it even has a snazzy new gray, single, cut-out bubble icon to prove it — the only thing 2.0 having in common with 1.0 being the name. I’d argue that point — they’re also both darn good Twitter clients, and they both share a price of $2.99.

That’s right. Since Apple doesn’t (yet?) provide a mechanism for upgrades (which to many developers means incentive and to many users means discount), and since in-app purchase can only add content, not replace an entire app, Atebits is packaging Tweetie 2.0 as a whole new app. And they’re charging the same price. In other words, whether you bought the first Tweetie or not, you’ll have to buy Tweetie 2.0.

Is it worth it? Let’s take a look…

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