Why You Shouldn't Give Up On Day One

No matter what field you work in, success isn't going to come automatically. A simple but pertinent example? Doodle Jump is now one of the most successful mobile games of all time, but it sold just 21 copies on its first day of release.

Over at our sibling site Kotaku, I've written up a recent talk by Doodle Jump co-creator Igor Pušenjak on how Doodle Jump evolved. Although the development company (Lima Sky) had released several title before Doodle Jump, it still found itself facing an uphill battle to get anyone interested:

We created the game, we were really excited, we release it up to the App Store and boom! It sells 21 copies the very first day. It’s the worst release day we’ve ever had of any of our apps.

Lima Sky overcame that barrier with persistence and some creative thinking, and ultimately sold more than 10 million copies of the app. You might not be hoping to release a top-selling iOS app, but the principle applies everywhere: if something doesn't go well at the first attempt, you need to persist and try again.

The Story Of Doodle Jump: Brotherly Love And Digital Snacks [Kotaku]


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