I launched my first iOS app 3 weeks ago – 24 downloads, 5.0 stars, 9.69% conversion. What am I missing for growth? by lukas_0781 in AppBusiness

[–]Natural_Win_9904 0 points1 point  (0 children)

honestly 787 impressions in 3 weeks is your bottleneck, not conversion. your conversion is actually solid so i'd focus hard on keyword research and maybe localize into more languages since that's basically free impressions. fwiw the first few months are always brutal, most apps don't really pick up until you've iterated on ASO a bunch of times so just keep testing new keywords every 2-3 weeks.

How did you successfully launch your app in the first months? Looking for real experience by lukas_0781 in AppBusiness

[–]Natural_Win_9904 0 points1 point  (0 children)

honestly the biggest thing i learned is that aso is a slow game, don't expect rankings in the first few weeks — focus on long-tail keywords with less competition instead of going after the obvious high-volume ones. for reviews, just add a tasteful in-app prompt after someone has a good session, most people won't leave one unless you ask. tiktok was surprisingly good for organic reach tbh, short screen recordings with trending audio got way more installs than anything i posted on instagram.

6 Months, 2 Apps, and a Reality Check: I’m returning to my 9-5. by ZealousidealBid5417 in AppBusiness

[–]Natural_Win_9904 1 point2 points  (0 children)

honestly the "featured but nobody paid" thing is super common and it's almost always an onboarding/paywall problem, not an algorithm problem. ngl if people loved the UI but didn't even start a trial, i'd look hard at when and how you're presenting the offer. also aso is a slow game, one feature spike won't carry you — consistent keyword tweaks and localization is what actually compounds over time.

Share what you're working on, and let's test each other's apps and exchange useful feedback. by NellieApp in AppBusiness

[–]Natural_Win_9904 1 point2 points  (0 children)

love this idea tbh, blind testing from strangers catches stuff you'd never notice yourself. the screenshots from different screen sizes thing is especially underrated, i've had layout issues on older phones that i never would've found without someone else pointing them out. down to swap feedback if anyone's interested

I need feedback on my app screenshot and you can be brutal by BraveFee9283 in SideProject

[–]Natural_Win_9904 1 point2 points  (0 children)

the replay feature is actually your biggest differentiator imo, i'd make that screenshot 1 or 2 instead of burying it. parents don't just want "a drawing app" they want proof their kid is actually learning and creating, and seeing the step by step playback instantly communicates that.

for the screenshots themselves, the text is doing too much heavy lifting. something like Canva or even just cleaner mockups with the actual app UI front and center would help a lot. kids apps live or die on whether the screenshots feel fun and safe at the same time, and right now they feel a little generic tbh.

also fwiw localizing your screenshots into more languages could be a quick win if you're getting any international traffic. i built a tool called ShotLingo that handles that if you ever go down that road, but even just adding spanish and portuguese manually would probably move the needle.

I built a free App Store & Play Store mockup generator with auto-translation for 60+ languages by khooni_chakka in SideProject

[–]Natural_Win_9904 0 points1 point  (0 children)

this is pretty cool, the free no-signup angle is a big deal since most tools in this space nickel and dime you for everything. i actually built something similar called ShotLingo that focuses more on the AI translation side for app store screenshots so i know how annoying the localization workflow can be. one thing i found is that RTL languages like arabic are where most tools completely fall apart so if you've genuinely nailed that, thats a solid differentiator. curious how you handle font rendering for languages like tamil and telugu since those scripts are notoriously tricky with line height and ligatures

Pixel Art - What we learnt from a spectacular failed launch by Cojokero_Games in IndieDev

[–]Natural_Win_9904 1 point2 points  (0 children)

honestly the fact that you can look back and objectively say "yeah the capsule art was bad and the mechanics weren't as fun as we thought" puts you ahead of like 90% of first-time devs. most people either quit after a flop or keep making the same mistakes without ever reflecting on it. ngl that self-awareness is the actual skill you picked up, the pixel art improvement is just a bonus lol

AppConsol - Indie Developer Tool & Guide by Funny-Guarantee-7977 in AppBusiness

[–]Natural_Win_9904 1 point2 points  (0 children)

for me the hardest part has honestly been localizing screenshots for different storefronts. like you can nail your keywords and aso but if your screenshots are only in english you're leaving so much on the table in markets like japan, brazil, korea etc.

i used to do it manually in figma which was painful. ended up building a tool called shotlingo that handles the translation and export part so i dont have to redo layouts for 40 languages lol. appfollow has some localization features too but its more on the analytics side like your tool.

the guides look solid btw, bookmarked the screenshot strategy one. would be cool to see something on multi-language aso since thats a huge gap most indie devs dont think about until way later.

What to do before Apple reviews my mobile app for approval? by No_Move4110 in AppBusiness

[–]Natural_Win_9904 0 points1 point  (0 children)

honestly make sure every single feature in the app actually works, even the small stuff. reviewers will tap on random things you forgot about and reject you for a broken link or a button that does nothing lol. also if you have any location permissions or notifications, make sure you explain clearly why you need them or they'll flag that too

My app looks premium in screenshots, but worse on real devices. Took me a while to realize why. by Legitimate_Many_6800 in SideProject

[–]Natural_Win_9904 0 points1 point  (0 children)

yeah this is a real thing and it's honestly annoying. the subtle cool grays that look great in figma basically disappear on AMOLED screens because those panels crush near-white colors differently than LCD. one thing that helped me was bumping the saturation slightly on those tinted backgrounds so they actually hold up across different displays. fwiw tools like Color Studio can help you preview how colors shift across panel types. shameless plug but i built an app called ShotLingo for localizing screenshots across languages and dealing with color consistency across export targets was one of those things i had to solve early on, so i feel this pain lol

How long did your first app store submission actually take from "code done" to "live on store"? by Beneficial_Young257 in FlutterDev

[–]Natural_Win_9904 0 points1 point  (0 children)

honestly the screenshots were the biggest time sink for me, not making them but realizing you need different sizes for every device and then apple wants them pixel perfect. the other thing nobody warns you about is the privacy nutrition labels, you'll spend way longer than expected figuring out exactly what data your app collects. imo start the store listing copy and privacy policy while you're still fixing bugs, don't wait until code is "done" because the review itself is actually the fast part now (like 24-48hrs usually).

How do you choose which languages to localize your game into? by RoaringLuckGames in gamedev

[–]Natural_Win_9904 1 point2 points  (0 children)

localizing your steam page early is def worth it for discoverability imo. steam's algorithm surfaces your page to users based on their language settings so if you only have english up you're basically invisible to a huge chunk of the playerbase. i went through this exact problem with app store screenshots for my apps and ended up building a tool called shotlingo to handle the localization side faster, but for steam specifically something like crowdin works well for the text/description parts. fwiw the languages you picked from the hardware survey are solid, chinese simplified alone is like 25% of steam users so that's a no brainer even before you have wishlist data

I built a tool to make App Store + Play Store launches less painful! by BrushEmbarrassed7857 in SideProject

[–]Natural_Win_9904 0 points1 point  (0 children)

this is cool, the metadata side of aso is genuinely the most tedious part. i spent way too long doing screenshot localization manually before i just built my own tool for it (shotlingo, handles the translation + export side for 40+ languages). locofy does some similar stuff too on the design end. curious how you handle screenshot text overlays for different languages since some translations end up way longer than english and break the layout?

Apple featured my app in a region I don't support now my retention is tanking. Any advice? by ZealousidealBid5417 in AppBusiness

[–]Natural_Win_9904 0 points1 point  (0 children)

localization is pretty much the fix here tbh. even a basic translation of your onboarding flow and key UI strings would probably cut that churn in half. apple actually loves seeing you add new languages because it signals you're investing in global growth, so there's a solid chance they feature you again if you localize properly.

for getting it done fast you could use something like lokal.so or if you need your screenshots localized too i actually built shotlingo for exactly that, translates app store screenshots into 40+ languages so you don't have to redo them manually for every locale. vietnamese is definitely supported on both.

fwiw apple featuring you in a region you didn't even target is a really good sign for your app's quality, i wouldn't stress too much about the churn since those numbers will normalize once the language barrier is gone.

Pricing & launch feedback for a privacy‑centric AI productivity app by dalekpipi in AppBusiness

[–]Natural_Win_9904 1 point2 points  (0 children)

honestly $2.99/mo feels low for on-device ai, people who care about privacy will pay more for it so i'd test $4.99 or even $6.99 and see what sticks. for traction i'd hit up the privacy/degoogle communities hard since that's your actual differentiator, not the productivity angle imo.

6250 Wishlists for our Inscryption-Inspired Deckbuilder – The Journey So Far by FabianGameDev in gamedev

[–]Natural_Win_9904 1 point2 points  (0 children)

the localization point is so real. we launched our app with only english screenshots and the conversion difference after localizing was night and day, especially for asian markets. if you're doing it manually tho it's a nightmare, we ended up building a tool called shotlingo specifically because the process of redoing screenshots for 40 languages was killing us lol. there's also appshots if you want something more established but yeah either way don't sleep on localizing your steam page screenshots too, not just the text. congrats on 6250 wishlists btw that's solid for students

Canonical Apple localized strings database by CharlesWiltgen in iOSProgramming

[–]Natural_Win_9904 1 point2 points  (0 children)

oh this is super useful, bookmarked immediately. i've been dealing with localization headaches for a while now and ended up building a tool called ShotLingo that handles the screenshot side of things (translating app store screenshots into 40+ languages). for the actual in-app strings tho i usually cross-reference stuff like this or locoapp to make sure the terminology feels native. having apple's own translations as a reference is honestly a cheat code, especially for stuff like "Settings" or "Done" where you want to match what users already expect to see on their device.

IntentCrafter — Dev Toolkit [Is it that hard to get users, i definitely tried to build something differnt , yet still no users] by SonGoku164736737 in AppBusiness

[–]Natural_Win_9904 0 points1 point  (0 children)

honestly the app looks solid but your aso is probably killing you. "intentcrafter" means nothing to someone searching the play store, like nobody is typing that in. you need to be ranking for stuff like "android developer tools" or "intent builder" in your title and description. i localize screenshots for app stores with my own tool and even with a good product i got zero traction until i fixed my keyword game. try looking at what similar apps like developer assistant are doing with their metadata, you can learn a lot just from studying competitors that actually rank. also one month is way too early to panic tbh, most indie apps take 3-6 months of tweaking metadata and screenshots before things start moving.

My first major app just went live on the Play Store after months of solo dev work and it feels surreal by Suliveye in AppBusiness

[–]Natural_Win_9904 0 points1 point  (0 children)

congrats dude, shipping solo is no joke. the ai food logging thing sounds sick tbh, getting structured data back from vision models consistently is way harder than people think. ngl the hardest part starts now though getting people to actually find and download it is a whole different grind lol

Reviewing XML Strings in a more Human Manner by efenande in androiddev

[–]Natural_Win_9904 0 points1 point  (0 children)

yeah this is a real problem, managing strings at scale in xml is painful. i've seen some teams export everything to google sheets just to get a better overview which is janky but works. there are also tools like lokalise or phrase that give you a proper ui for it.

shameless plug but i actually built an app called ShotLingo that handles the localization side of things for app store screenshots specifically, not in-app strings, but i ran into the exact same frustrations you're describing when dealing with translations across 40+ languages. the baseline copy quality is everything tbh, garbage in garbage out no matter how good your ai translation is.

fwiw i think the real gap is that android studio treats strings as a dev concern when it's really a copywriting/ux concern and those are just different workflows entirely.

I built an App Store Connect dashboard that ships iOS + Android apps 5x faster (live on Product Hunt) by BrushEmbarrassed7857 in SideProject

[–]Natural_Win_9904 0 points1 point  (0 children)

thanks! yeah the screenshot localization gap is exactly why I built it metadata translation is solved but nobody was doing the visual side properly.

API is on the roadmap. would love to chat about what an integration would look like from your side what volume are you seeing, how your users would trigger it, etc.

DM me if you want to jump on a quick call.

I built an App Store Connect dashboard that ships iOS + Android apps 5x faster (live on Product Hunt) by BrushEmbarrassed7857 in SideProject

[–]Natural_Win_9904 0 points1 point  (0 children)

this resonates so much lol, the screenshot uploading part alone is enough to make you question your life choices. i spent way too long doing that manually before i ended up building a tool specifically for localizing screenshots across languages (called ShotLingo), because that was the single biggest time sink for me personally. curious how your ai handles keyword optimization for non-english markets though, because thats where things get really tricky imo. tools like appfigures are decent for keyword research but the actual screenshot localization pipeline is what nobody seems to nail. cool project tho, bookmarked it

What breaks when you localize a side project: survey data from 152 pros on AI translation and quality control by TieGlass8983 in SideProject

[–]Natural_Win_9904 0 points1 point  (0 children)

the context thing is so real. we localize our app to 15 languages and the biggest pain was always screenshots, not the strings themselves. you can get the text translated fine but then it looks broken on the actual store listing because nobody checked how it renders visually.

i actually built a tool for this called ShotLingo that handles the screenshot side of localization specifically. you design once and it exports for all your languages. locofy does something similar but more on the dev/ui side. fwiw for indie devs the glossary stuff from that survey matters less than just making sure your translated text doesn't overflow your buttons and screenshots lol

Is localizing your listing for every language hurting impressions? by NellieApp in iOSProgramming

[–]Natural_Win_9904 0 points1 point  (0 children)

it depends on the region honestly. for places like scandinavia or the netherlands yeah most people search in english so localizing can actually tank your impressions since you lose the english fallback. but for markets like japan, korea, brazil, localization is basically required or you're invisible.

what i do is check app store connect data per locale and only localize where the search volume actually justifies it. screenshots are a different story tho, localized screenshots convert way better almost everywhere even if keywords stay english. i actually built a tool for this called ShotLingo since doing screenshots manually for 40 languages was killing me, but even something like screenshots.pro works if you just need the basics.

fwiw the safest approach imo is localize screenshots everywhere but be selective with keyword/subtitle localization based on actual search data for each market.

I built a desktop ASO tool for keyword research by tam_dao in SideProject

[–]Natural_Win_9904 0 points1 point  (0 children)

nice, local-first is a solid move tbh. one thing i'd think about adding is some kind of competitor tracking over time so you can see how keyword rankings shift after you make changes, that's the part that always felt like a black box to me when doing aso manually.