4 things I learned making a consumer app that has ~80k downloads:
1. Marketability matters just as much as the idea (maybe more)
You can have the best idea in the world but if you can’t easily market it you will never get people to use it. “2 Man” is a trend on social media that I tapped into. The term itself means a casual double date and creating videos around that basically guarantees virality.
2. Network effects are real
Marketing on social media is no where near as effective as people telling their friends about your app. This app in particular relies on having your own friends on the app to use it with so that effect did pretty well. Early on when the app had no users though people would literally download the app, see nobody else on it, and then delete the app. So I had to brute force getting enough people on the app to prevent that.
3. Retention is hard
It’s no secret that retention on mobile apps sucks. 30% of users deleted the app right after they downloaded it. I have never quite optimized the app to prevent this, but I’d say once you create your app and actually have people downloading it you should immediately move your focus to getting people to stay longer. If you don’t you’ll just have a leaky bucket forever.
4. Competition is tough
At the time I created this app 2 years ago it was the first one to have this concept of “double dates” or using the app with friends. At least in that form factor. Not even 6 months later Tinder released a feature that felt eerily similar to my own app. Comments came rolling in on our posts saying things like “Tinder already has this” “Just use Tinder”. I can’t say for sure whether that stunted the apps growth or not, but it definitely felt like it. I had the right idea at the right time and executed on it, but I wasn’t able to market it enough and capitalize on the moment. The app is bootstrapped so I didn’t have tons of money to throw at paid ads (shame because they converted really well).
All very valuable learnings that I’ve take into the new stuff I’m working on.
4 things I learned making a consumer app that has ~80k downloads:
1. Marketability matters just as much as the idea (maybe more)
You can have the best idea in the world but if you can’t easily market it you will never get people to use it. “2 Man” is a trend on social media that I tapped into. The term itself means a casual double date and creating videos around that basically guarantees virality.
2. Network effects are real
Marketing on social media is no where near as effective as people telling their friends about your app. This app in particular relies on having your own friends on the app to use it with so that effect did pretty well. Early on when the app had no users though people would literally download the app, see nobody else on it, and then delete the app. So I had to brute force getting enough people on the app to prevent that.
3. Retention is hard
It’s no secret that retention on mobile apps sucks. 30% of users deleted the app right after they downloaded it. I have never quite optimized the app to prevent this, but I’d say once you create your app and actually have people downloading it you should immediately move your focus to getting people to stay longer. If you don’t you’ll just have a leaky bucket forever.
4. Competition is tough
At the time I created this app 2 years ago it was the first one to have this concept of “double dates” or using the app with friends. At least in that form factor. Not even 6 months later Tinder released a feature that felt eerily similar to my own app. Comments came rolling in on our posts saying things like “Tinder already has this” “Just use Tinder”. I can’t say for sure whether that stunted the apps growth or not, but it definitely felt like it. I had the right idea at the right time and executed on it, but I wasn’t able to market it enough and capitalize on the moment. The app is bootstrapped so I didn’t have tons of money to throw at paid ads (shame because they converted really well).
All very valuable learnings that I’ve take into the new stuff I’m working on.
Beginning July 20, Claude Fable 5 will be included in all Max and Team Premium plans, at 50% of limits.
Pro and Team Standard users will continue to have access to Fable via usage credits, and will receive a one-time $100 credit.
Demand for Fable has been challenging to predict, which is why we rolled it out to subscription plans in stages, extending access several times as we secured additional capacity.