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That's cool! All my apps are based on something I needed. You'll find when it's released you'll be adding features and guiding it in different directions based on user feedback. Make sure to include a lot of feedback buttons for this reason!
That's the thing. I'm not great at finding needs for other users, so I end up making stuff I'd like to use, which is another way of spotting needs, and then listen to users from there.
As for Android, I've heard of the argument for building on Android first as you can push out updates without a review period and can iterate quicker. Then when a better product, you can release for iOS.
That's interesting, didn't think of it. The initial review for Android apps is also a bit of pain, but then it's straightforward to push updates (tried with a mobile game, and it was like this). I meant more that iOS users pay more in average, but this strategy of "Android first" makes a lot of sense before investing into iOS.
I'd strongly suggest monetizing from the beginning. It's difficult to get users to pay for something that was once free. Much easier to have a paid option from the start. I've experimented with pricing and features a lot so you'll have opportunities to modify your premium offering while the app is live.
For mobile, since subscribing is so easy (just a tap), the free trial screen is a great idea. With websites, you have to get your card out, type stuff, etc.
Good point. Just see how Whatsapp (Android?) users were in rage when they had to pay $1 to use their Whatsapp app while waiting for their $15 order in the restaurant - ridiculous, but real.
I'll do that then. It will take longer, but it's worth setting up Firebase or whatever people use these days. I'm isolating business logic and data fetching from the UI, so adding data on the cloud after I've got an offline prototype won't be a lot of rework.
Thanks for your tips, and best of luck for you tooBest of luck!!
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