Earlier this year I noticed something that had been bothering me for awhile. I had more than a few apps in the store; seven of my own, plus a couple for contracts. While no single one of them was taking a lot of time, the aggregate effect of them all left me drained and unable to support any of them as fully as they should be. Some didn’t even support the iPhone 5’s screen size (ouch). It was time to cut some weight.
I’m very fortunate in that my day job pays well for my area’s cost of living. Because of which I don’t have to rely on income from my apps. I looked at this as an opportunity to focus less on trying to make a profit and more on trying to hone my skills.
With that clearly in mind I decided it was time I focused on making the best versions possible of just two or three apps rather than spreading my time and attention across many.
Choosing to remove apps from the store and deciding which ones to keep, especially apps that don’t generate much money (0’Clock literally makes a couple of bucks a month), wasn’t an easy decision.
Ultimately I decided on keeping three:
- Consumed – as my first iPhone game it’s near to my heart, and my friends and I still play it quite a bit.
- 0’Clock – a binary clock I made while my wife was learning binary in college. She in turn bought me a real one for Xmas which sits on my desk at work. It requires little effort to do what it’s intended to do, so it’s a good app to cut my teeth on new technology, like Swift.
- Fit to Fight – an Air Force physical training test calculator that, I’m proud to say, is used by thousands of United States Airmen worldwide.
Just because you can build something, doesn’t mean you should. I’m learning this the hard way. But I’m very optimistic about the future of these apps and what I will learn.