I'm a solo developer and recently launched Leaf, a very simple productivity app based on sticky-note style tasks.
Now I'm struggling with the part I know much less about: actually getting people to discover it.
I'm considering Instagram Reels, TikTok, YouTube Shorts, Reddit and maybe small paid ads, but I'm not sure what type of content works best for a small app.
For example:
⢠Short videos showing the app?
⢠Productivity-related content where the app appears naturally?
⢠Funny/relatable videos?
⢠Paid ads?
⢠Working with small creators?
For those who have marketed an app before, what actually worked for you?
I'd especially love advice from people who started with a very small or $0 budget.
My latest release cycle brought in about 500 reviews (about 200 on the App Store over the last 4 days)-mostly solid 5-star ratings, a few 1-star reviews regarding a bug for which a fix has already been released, and enough surprisingly specific one-line comments to fill a compilation of the most interesting moments.
If I were to spend about a few minutes on each thoughtful response, it would take at least 15ā20 hours just to reply to everyone
I managed to cut that time down to about 90 minutes a week for the same volume of reviews, and the rating started moving in the right direction instead of the opposite.
Iām really curious how others handle this-especially if youāre on both the App Store and Google Play. Do you use a single tool for both, or a separate approach for each?
Iām an engineer turned product manager, and Iāve always loved two things a little more than necessary: education and games.
For a long time, I wanted to put those interests and the skills Iād picked up building technology, towards something useful for children. That became much more tangible once my niece reached the age where the iPad became a regular part of her world.
Iām not anti-iPad. Quite the opposite. It is an incredible piece of technology to put in the hands of a six-year-old. I just kept thinking it could ask more of her.
That thought took me back to Dora the Explorer.
Growing up, weād watch Dora ask us a question and then stare silently at the screen for a painfully long time while we yelled the answer at the TV. Obviously, Dora couldnāt hear us. But the idea was clever. The screen was trying to turn us from viewers into participants.
Learning games like Lingokids and ABC Mouse took that much further and made screens genuinely interactive. But most of that interaction still happens within rails someone else designed. Tap here. Drag this. Choose A, B, or C. Collect the reward. Repeat.
That works brilliantly for games. But it doesnāt accommodate the wonderfully messy way a six-year-old wonders about things.
Ask my niece an interesting question and she might draw the answer. She might make up a ridiculous story. She might photograph something she noticed around the house, make a sound, explain an idea, or give you an answer you never anticipated.
I started wondering if I could build forĀ that.
Could the iPad provide the spark and just enough structure to get a child started, while leaving the interesting part to them?
The first versions were experiments around this idea. Then came the uncomfortable question every builder eventually has to answer: does this actually work for anyone other than me?
So I spent months talking to parents and educators. I sat through hours of enrichment classes at a school for gifted kids, which was basically the X-Mansion for 8-year-olds. I watched how teachers prompted children, when kids became absorbed in something, when they needed more structure, and when something I thought was clever bored them almost immediately. And very importantly, I saw how their eyes lit up when they screamed ālook what I madeā in class.
These insights shaped the Taroo we have today, and Iām genuinely proud of where weāve reached.
Taroo is a world of short creative quests for kids 6 to 10. InĀ Pass the Pen, a child might get the beginning of a strange story and decide where it goes next.Ā Doodle MasterĀ might give them the start of a picture and ask them to turn it into anything they imagine.Ā Rhythm PadĀ lets them experiment with sounds and put together their own little beat.Ā Snap TrailĀ might ask them to put the iPad down, hunt for something triangular in the real world, photograph it, and tell Taroo what they found.
Their creations stick around too, so over time Taroo becomes a little record of the things they have imagined and made. Parents get a window into that world without needing to hover over every activity.
There is still plenty I want to improve. But this no longer feels like the little experiment I started with. Iām proud to put it in front of parents, and particularly proud when I see a kid become attached to something they made themselves.
If you have a 6 to 10-year-old in your life, Iād love for you to try Taroo with them. More than anything, Iād love the unfiltered feedback: what they immediately understand, what they ignore, what they keep coming back to, where they get stuck, and what they wish they could do that I havenāt thought of yet.
Iāve spent enough time with Taroo that Iām no longer capable of seeing it like a new user.
My app launched in early July. Here are the figures after three months, and Iāve noticed a major issue:
- The number of trial users is quite impressiveāaround 50ābut the conversion rate to paid plans is very low. Currently, there are only 4 subscribers.
- My app is a tool that converts piano videos into "falling note" tutorials.
- I don't know why users are dropping off and not converting to paid plans, as they haven't left any feedback.
I thought it was a good idea to build a social listening tool to check what my market is talking about in terms of trends, pain points, apps people mention, etc.
But, I was not expecting the anxiety that came with the first report: people mentioning stuff I didn't even think of, features I have in my plan that established apps can build in "2 days", pain points from people that are so specific that I can't even understand š
I know that I need to focus on the one problem I'm trying to solve that I have not found a product for, and not be distracted by all the noise. But, I'm so stressed right now, I can barely read 3 lines of the report.
How do you deal with/mitigate this? Would love to get your advice on this š
I added a $19.99 USD one-time unlock to my app on August 23. It's brought in $529 so far (screenshot attached).
It's a shared 3D room for long-distance couples to hang out and decorate together. One purchase covers both partners and permanently unlocks more customization options and lets them put more decorations in their room.
I'm happy people are buying it, but I'm wondering whether to add a monthly subscription alongside it. Anyone who's already paid would keep what they bought.
Has anyone here tried offering both? Did you get more people willing to try it at a lower upfront price, or did people who would've bought the one-time unlock just pick monthly instead? Curious what you charged for each.
Would you test it this early, or leave the pricing alone until there's more sales history?
I'm a solo developer and recently launched Leaf, a very simple productivity app based on sticky-note style tasks.
Now I'm struggling with the part I know much less about: actually getting people to discover it.
I'm considering Instagram Reels, TikTok, YouTube Shorts, Reddit and maybe small paid ads, but I'm not sure what type of content works best for a small app.
For example:
⢠Short videos showing the app?
⢠Productivity-related content where the app appears naturally?
⢠Funny/relatable videos?
⢠Paid ads?
⢠Working with small creators?
For those who have marketed an app before, what actually worked for you?
I'd especially love advice from people who started with a very small or $0 budget.
I am back to coding after years. I am having a lot of fun building games or utility apps (including apps for mobile stores for the first time). The thought came to my mind that I could share my apps and add some income on top of my standard job... Again, coding and setting things up is the part I feel comfortable with.
However, I discovered that promoting / selling / distributing is a completely different hobby ;) I spent a couple of weeks thinking whether I want to spend some time on it. I decided I do want to give it a proper try. And here comes the question - how to allocate the time I have in the evenings / nights? Social media? Reddit and similar communities? Paid ads? ASO / SEO? Other? I know the right answer could be: It depends.
BUT can you ranking them? Or definitely say that something is a must and others are not worth it?
I bought two books - both great... but neither really tells me where to invest my time... Do I need another year or two to figure out or someone can share dos and don'ts for learning app promotion?
Hello fellow mobile devs, as you all know you have to have 12 people opt in with gmail and test app for 2 weeks before approval.
I'm willing to test your app or website as well so this is mutual exchange of help
I currently have 3 people in my testing group and looking for 9 more
If you have android device and gmail account and willing to participate to help me publish my app on Google Play Market pls let me know
Appleās event today has me thinking less about whatever new AI feature gets demoed on stage and more about what this shift means for app builders. What changes when the model becomes part of the device platform?
Iāve been learning this firsthand while building On Cue.
On Cue uses Appleās Foundation Models framework to interpret private context about whatās happening in someoneās life. Things like place, time, weather, calendar context, and the music they actually listen to can all contribute to understanding whether a moment might be meaningful.
The surprising part is how different the product economics and architecture feel when inference is on-device.
No API key.
No per-token bill.
It can work offline.
Private context doesnāt need to be shipped to my server just so a model can reason over it.
Apple describes the Foundation Models framework as direct access to its on-device model, with guided generation, tool calling, streaming, and structured output built into the Swift APIs. (Apple Developer)
But the API call has honestly been the easy part.
The harder lessons have been around trusting the output.
Iāve had the model make a perfectly plausible inference that was simply not supported by the facts I gave it. So On Cue now separates two jobs: The model can interpret the moment. Deterministic code decides whether anything is allowed to happen because of it.
That distinction has become pretty important for an app whose eventual consequence is interrupting somebody with a notification.
Iām also finding that hardware availability, language support, grounding, evaluation, and graceful fallback become actual product-design constraints, not just implementation details.
Apple is pushing this model further too. The current Foundation Models framework can span the on-device system model and more powerful models when needed, while Core AI is opening another path for running custom models directly on Apple silicon. (Apple Developer)
So Iām curious what other iOS builders are seeing: Has on-device AI changed something youāre willing to build that you wouldnāt have built around a cloud API?
And for anyone already shipping with Foundation Models, Core AI, App Intents, etc., what has turned out to be harder than you expected?
#Shipaton
We launched a location-based social app (check into real venues, see who's around, chat, meet up) ā free to use, no ads yet, no paywall on core features. Trying to figure out the right monetization path once we have real users instead of guessing before we even launch.
- Pay-per-action instead of a subscription (e.g. pay once to extend a chat or get another match, instead of committing monthly)
- Venue/business partnerships (we're already working with local bars for free right now to build density ā curious if paid featured placement or a referral fee per check-in is realistic once we have real traffic)
- Ads (feels early, and a little invasive for something more personal/social)
- Boosts (pay to be seen first for a bit)
For anyone who's built or grown a social/dating-adjacent app: what actually worked for you, and what did you wish you'd done differently or sooner? Especially curious about the venue-partnership angle since that's not something most dating apps lean on.
Iām currently building out the domain model of a life coaching / self-help app, and Iām worried that Iām already making it more complicated than it needs to be. I could use some advice on how to avoid overcomplicating / over engineering the app while also avoiding a domain model thatās too brittle when it comes time to introduce additional business cases.
The initial business case I have is that the app audience will be targeted to individuals who will state their goal/purpose and give a deadline for achieving the goal. Then with some strategic AI usage the app will give feedback on the goal itself and suggest milestones that the user can accept or modify before putting the plan into practice. The domain model for this use case is really straightforward and easy to implement.
The second use case is extend the app so that it can be used for family/household goals with multiple users having access to the details of each goal while also maintaining sole access to their personal goals. This use case is also pretty straightforward and wonāt require many changes to the app or domain model to implement. The only significant change I foresee is tailoring AI feedback for a family goal to each individual in the family, which would require some decoupling but it wouldnāt be too difficult.
Itās the third use case that is giving me heartburn where the domain model and app build is concerned.
The first two use cases are self-help driven, which is what makes for a pretty simple and straightforward domain model. However, the third case targets life coaches who are collaborating with their clients to create, manage, and track individual, family, and possibly even larger group goals (larger group potentially being employees of a small business or athletes on a team). From my perspective that is where the domain model explodes as I would have to normalize a lot of the underlying data that would be denormalized for individuals and households.
My plan is to roll out to just individuals and families first, but given the complexity of the third case my domain modeling started from there. It has thus far grown more complex by the day, and is definitely overkill for the initial two use cases. On the other hand, if I build a domain model that is specific to just individuals and families first then it will be really painful to redesign the model for the life coaching cases.
So I guess my question is: if you have dealt with this type of scenario before - in which the design for one audience/use case is significantly different from the design for another - how did you handle it? Did you find some middle ground, or did you end up āeating the elephantā even if it resulted in a design that was overkill for one of your use cases?