Unfortunately they still had a messy release. I had many many discussions with the dev during the beta period, which were very time consuming for both of us, but he always came across as a well-meaning and stand-up guy. Moreover, the fact that (in the case of LL) we're not talking about a huge amount, just makes the idea even less believable.ĭefinitely no scam. Why would a company go to such lengths to do such a great job, if they were just looking for a quick cash-grab. To my knowledge, their software was top quality (O've heard people rave about their modular for years). I don't really understand the scam and run accusations. But, having watched the pattern with my own apps and how the buzz around iOS plugins flows in general, I think it is likely that they saw something said: I thought the problem they had was with the IAP being messed up.Īre you mentioning this because the initial support makes you think they were seeing more sustained downloads? That could be true. I didn't have any issues with it working though. I downloaded the app when it was released but didn't find it compelling. I don't recall exactly how long it took to fix, but I'm thinking I waited at least a couple of weeks before I felt confident enough to buy the full in-app upgrade. There were a number of bugs which they fixed over time. If you recall, when they first offered their app it was not fully functional. If their conversion from demo to purchase stayed as high as the IAP conversion, it might have provided enough incentive to dedicate full time resources to porting their other products to iOS and maintaining them. It would help trying this kind of path if it were possible to do demos on iOS. I tend to think that if they hadn't done the IAP route, priced it at about $20, and not done the standalone container app, that they'd still be on iOS. I see pretty large download increases when a popular vid on YT includes LRC5 for example. Probably the only way for them to counter that is marketing and higher prices. So, even if they had kept their conversion numbers, the revenue wouldn't stay that high. By the 3rd week it's more like a tenth of that. The 2k or so number is pretty consistent with what I see for my plugins that have less universal appeal (not EQ's for example). The drop off in downloads in the second week is typically very large. But, the initial week's sales would actually be troubling for me. So, the 14000 was probably already spent. In the first set of purchases they are working at recovering the costs spent in development of the product. Over 14,000 □ More than enough to hire in a temp iOS Dev to do a hot fix and try and save what’s left of Pulsar Modular’s reputation.
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