Introducing My Productivity App: TaDone!

My newest app is just about ready for release. This is the quickest turnaround I’ve managed to achieve. It had taken just over 3 weeks from the first line of code until now. I’ve been using the app consistently for most of that time and have found it useful.

The app is based on an idea I had years ago that I found useful. Instead of writing to do lists, I would instead write down tasks as I finished them. For me, this was far more motivating. I still did the standard lists of things to finish occasionally, but I kept recording things as I did them. It allowed me to look back at my days and see just what I had done. This is chores around the house, or something fun like hanging out with a friend. For me, both were important to track. You had a few hours in a day. Anything you did would take part of that time. It also stopped me from doing absolutely nothing for days on end. When you looked at the list, you would see what you had done over the last several days. It felt better to at least do the same number of things or even more.

So, here is a look at what the app looks like now.

It has been useful for me over the last few weeks. I can’t wait to see how it is received by the public. I hope to release it in the next day or so.

Here is a link to my page about it: TaDone!

Crafting an Income

Over the last year I’ve been working on my Craft Pricing Pro app. The app is useful and the interface is clean and easy to understand. I’ve also added many features including some basic inventory and sales tracking. I don’t know how many people will use those features, but they are there and they do work.

But, writing the app – although it can be difficult – is the easy part. The truly difficult part is the actual marketing of the app. It’s nice to have an app finished and available for sale, but it doesn’t really pay the bills until people start to purchase it. That’s the block I’m currently running into. The app works well and the little bit of feedback I’ve been given has been positive. But, the problem is that it hasn’t really been found by the many people that would find it useful.

Yeah, I know it’s ironic that I wrote an app so people can make more money with their own projects, but I’m struggling to make money with my own. The accounting math isn’t hard for me. It’s the actual selling. How to get people to first of all take a look at the app, and then how can I convince them that it will help them make money? It will, I know it will. When I was selling more crafting items, the earlier version of this app did in fact help me make more money. It’s why I wrote it and it’s why I feel strongly about marketing it.

So, with this I guess my newest effort is to avoid adding features or starting new projects. But, instead work on creating interest and sales in the projects I currently have out there. Yeah, that’s scary and difficult, but here we go.

Craft Pricing Pro
Craft Pricing Pro
Developer: Ducky Planet LLC
Price: $4.99+
  • Craft Pricing Pro Screenshot
  • Craft Pricing Pro Screenshot
  • Craft Pricing Pro Screenshot
  • Craft Pricing Pro Screenshot
  • Craft Pricing Pro Screenshot
  • Craft Pricing Pro Screenshot
  • Craft Pricing Pro Screenshot
  • Craft Pricing Pro Screenshot
  • Craft Pricing Pro Screenshot
  • Craft Pricing Pro Screenshot
  • Craft Pricing Pro Screenshot

An Exciting Destructive Fruit Filled Adventure

My newest game has been in the app store for a few days, now. I worked hard on making this game as good as I could. There are still things that I might want to clean up over time, but overall, I think it’s a great experience.

The player has almost destroyed the enemy!

The game started off as a simple idea of a demolition derby game using common geometric shapes. I had considered being able to add attachments and other modifications to them, but that never happened. The difficulties in crushing parts of the shapes slowed me down for a while. At some point during a shower the idea of changing the colors of the sides as they were damaged came to my mind and that worked well.

I took that idea and continued to work on a game using it – complete with sound effects, scoring, levels and simple ai controlled enemies. Somewhere along the way, the idea of collecting items caught my interest. The thought of fruit seemed funny since I had already been using fruit sprites to represent players. Well, things clicked and Fruit Derby was born. From there I added different power-ups, and also different movement styles for the enemies. It continued to grow and eventually became what it is today. The game allows you to create your own character picking from various colors, icons and shapes and then take them into the area in order to make the “perfect” fruit salad to please your alien captors.

The premise although silly, was fun. The controls felt natural and the overall look was fairly clean and easy to figure out. In spite of the clean design, it allowed for many strategies and options at any point of the game. So, as simple and basic as the idea appears, there is a lot that can be done to make the gaming experience your own.