Builidng my app solo and failed all the launches
▲ 4 r/flipperhelper+2 crossposts

Builidng my app solo and failed all the launches

Have posted about 0 directory launches so far, but I see how supportive people are sometimes here, so I thought to try

If you have some time to support my project would be really nice if you can upvote for me here

https://smollaunch.com/products/flipperhelper

Thanks and have a luck with your project as well

u/OPrudnikov — 3 days ago

Creating email processing for 3 days now

How long would it take? it’s a but confusing it’s not immediately available

Are you using email from subscription on GoDaddy? I am starting to think maybe it that cheap because of how it works?

reddit.com
u/OPrudnikov — 5 days ago

Can you please help me with Sub review

I have a sub r/flipperhelper and it’s like 4-5 month old now, I am posting there news and updates about my project, but for users without account its showing what sub is not reviewed and can be dangerous. Chatgpt told me i should be gone itself at some point but it’s really a lot of time now and its much harder to grow if its not allowing people to visit it. Please can you help me with it

reddit.com
u/OPrudnikov — 11 days ago

Next updates

i’m currently working on the next update. It will bring FlipperHelper pro and the ability to integrate with eBay your items will be marked as listed when eBay will notify us and it’s also will mark them as sold when Ebay will notify us about it’s being sold

Another part is where you will be able to see all your items on your desktop device

Not all of the platforms, are allowing us to integrate with them. But please suggest the next updates

reddit.com
u/OPrudnikov — 11 days ago

Android version is still under review

I have submitted application to make it available to everyone a week ago, but still waiting on review. But I am sure it will be there soon. Thanks all for your support ❤️

reddit.com
u/OPrudnikov — 22 days ago

Half my App Store ratings came from one change — asking again

Ratings matter more than indie devs like to admit. In a small niche your position against other apps depends on a bunch of things, and ratings are a big one, and I felt it directly — after my rating count went up I saw a real bump in installs and how often the app showed up. I only have nine of them. Each one is worth a lot. So here's how I got them, and the one change that basically doubled them.

The common mistake is asking for the review when someone opens the app, or after some timer. They haven't gotten anything from you yet, so why would they rate it. The better advice I read somewhere and it stuck — ask right after the app actually did something useful for them, the moment it paid off. For my app that moment is obvious, it's when an item gets marked as sold. They bought something, tracked it, and just closed the loop with a sale, so they've seen the whole point of the app work. That's when you ask. It feels like "nice, this helped me" instead of "why is this popup in my face".

But here's what I got wrong at first — I asked once. Someone sells an item, gets the prompt, taps not now because they're in the middle of something, and I never ask again. Gone. Then I realised Apple actually lets you ask a few times a year, so I changed it to ask again roughly every week until the system stops showing it. And that caught my core users, the ones who use the app constantly and had said not now the first time simply because they were busy. A week later they're mid-flow again after another sale, the ask comes back, and this time they do it. About half my ratings came from that one change. These weren't new people, they were my most loyal users I'd have lost to a single dismissed popup.

And it doesn't feel spammy, for two reasons. One, Apple caps how many times you can ask, so you physically can't nag even if you wanted to. Two, every ask is tied to the user just succeeding at the thing they came for, so it lands as a good moment, not an interruption. Your best users are usually your busiest, they'll wave away the first prompt not because they dislike the app but because they're using it, so give them a second and third chance at good moments and a chunk of them say yes.

So tie the review prompt to your app's payoff moment, whatever that is for you, and then actually use your full allowance instead of burning your one shot. For me that turned a handful of ratings into double, and the visibility that came after was worth far more than nine little stars sounds like it should be.

reddit.com
u/OPrudnikov — 1 month ago

Shipping With No Analytics

When I launched my app I made a decision I was quietly proud of — no analytics, nothing tracked, no data collection at all. I'm the privacy guy, right, the users own their data and I don't spy on anyone. It felt principled. It was actually just me choosing not to know how my own app was doing, and it cost me about two months of flying blind.

Here's the thing nobody really warns you about. The App Store's own analytics only show you the users who opt in to share data, and that's a small share of them. If you have millions of installs that sample is still huge and you can reason about it fine. But I'm one person with a niche app, so a fraction of a small number is basically noise. I genuinely could not answer the simplest questions — how many real people use this, do they come back, do they even understand what it's for. Downloads were going up and I had no idea if any of it meant anything, so I was just guessing and shipping my guesses.

Eventually I gave in and added tracking, but only for the two moments that actually tell me the app is doing its job — when someone adds an item they bought, and when someone marks it sold. That's it, two events. A reseller who does both has used the app for its whole purpose. And within two weeks the picture was completely different. I could see around 140 real users, that about 40% of them come back the next day, and that roughly a third go all the way through the add-to-sell loop. For the first time I actually knew the thing worked and I knew who my core users were.

That second part mattered more than I expected. Once I could see who finished the loop, I could do things properly — like ask those people for a review right after they made a sale, instead of throwing prompts at everyone and annoying the people who just installed.

And to be clear, none of this needs creepy tracking. You can respect privacy and still measure whether your app works, the two aren't in conflict. I don't log who you are. I log that an item was sold, so I know the app delivered for somebody. That's enough.

So if I could tell myself one thing at the start, it's just add analytics before you launch. Not a heavy SDK with fifty charts, just measure the one or two moments that mean it worked for that user. If you leave it for later, later is months of decisions made blind, and you can't go back and collect the data you never had. Being the dev who "doesn't track anyone" felt cool. Mostly it just meant I didn't know anything.

reddit.com
u/OPrudnikov — 1 month ago

Shipping With No Analytics

When I launched my app I made a decision I was quietly proud of — no analytics, nothing tracked, no data collection at all. I'm the privacy guy, right, the users own their data and I don't spy on anyone. It felt principled. It was actually just me choosing not to know how my own app was doing, and it cost me about two months of flying blind.

Here's the thing nobody really warns you about. The App Store's own analytics only show you the users who opt in to share data, and that's a small share of them. If you have millions of installs that sample is still huge and you can reason about it fine. But I'm one person with a niche app, so a fraction of a small number is basically noise. I genuinely could not answer the simplest questions — how many real people use this, do they come back, do they even understand what it's for. Downloads were going up and I had no idea if any of it meant anything, so I was just guessing and shipping my guesses.

Eventually I gave in and added tracking, but only for the two moments that actually tell me the app is doing its job — when someone adds an item they bought, and when someone marks it sold. That's it, two events. A reseller who does both has used the app for its whole purpose. And within two weeks the picture was completely different. I could see around 140 real users, that about 40% of them come back the next day, and that roughly a third go all the way through the add-to-sell loop. For the first time I actually knew the thing worked and I knew who my core users were.

That second part mattered more than I expected. Once I could see who finished the loop, I could do things properly — like ask those people for a review right after they made a sale, instead of throwing prompts at everyone and annoying the people who just installed.

And to be clear, none of this needs creepy tracking. You can respect privacy and still measure whether your app works, the two aren't in conflict. I don't log who you are. I log that an item was sold, so I know the app delivered for somebody. That's enough.

So if I could tell myself one thing at the start, it's just add analytics before you launch. Not a heavy SDK with fifty charts, just measure the one or two moments that mean it worked for that user. If you leave it for later, later is months of decisions made blind, and you can't go back and collect the data you never had. Being the dev who "doesn't track anyone" felt cool. Mostly it just meant I didn't know anything.

reddit.com
u/OPrudnikov — 1 month ago

How I Ask For Reviews

Ratings matter more than indie devs like to admit. In a small niche your position against other apps depends on a bunch of things, and ratings are a big one, and I felt it directly — after my rating count went up I saw a real bump in installs and how often the app showed up. I only have nine of them. Each one is worth a lot. So here's how I got them, and the one change that basically doubled them.

The common mistake is asking for the review when someone opens the app, or after some timer. They haven't gotten anything from you yet, so why would they rate it. The better advice I read somewhere and it stuck — ask right after the app actually did something useful for them, the moment it paid off. For my app that moment is obvious, it's when an item gets marked as sold. They bought something, tracked it, and just closed the loop with a sale, so they've seen the whole point of the app work. That's when you ask. It feels like "nice, this helped me" instead of "why is this popup in my face".

But here's what I got wrong at first — I asked once. Someone sells an item, gets the prompt, taps not now because they're in the middle of something, and I never ask again. Gone. Then I realised Apple actually lets you ask a few times a year, so I changed it to ask again roughly every week until the system stops showing it. And that caught my core users, the ones who use the app constantly and had said not now the first time simply because they were busy. A week later they're mid-flow again after another sale, the ask comes back, and this time they do it. About half my ratings came from that one change. These weren't new people, they were my most loyal users I'd have lost to a single dismissed popup.

And it doesn't feel spammy, for two reasons. One, Apple caps how many times you can ask, so you physically can't nag even if you wanted to. Two, every ask is tied to the user just succeeding at the thing they came for, so it lands as a good moment, not an interruption. Your best users are usually your busiest, they'll wave away the first prompt not because they dislike the app but because they're using it, so give them a second and third chance at good moments and a chunk of them say yes.

So tie the review prompt to your app's payoff moment, whatever that is for you, and then actually use your full allowance instead of burning your one shot. For me that turned a handful of ratings into double, and the visibility that came after was worth far more than nine little stars sounds like it should be.

reddit.com
u/OPrudnikov — 1 month ago

How I Ask For Reviews

Ratings matter more than indie devs like to admit. In a small niche your position against other apps depends on a bunch of things, and ratings are a big one, and I felt it directly — after my rating count went up I saw a real bump in installs and how often the app showed up. I only have nine of them. Each one is worth a lot. So here's how I got them, and the one change that basically doubled them.

The common mistake is asking for the review when someone opens the app, or after some timer. They haven't gotten anything from you yet, so why would they rate it. The better advice I read somewhere and it stuck — ask right after the app actually did something useful for them, the moment it paid off. For my app that moment is obvious, it's when an item gets marked as sold. They bought something, tracked it, and just closed the loop with a sale, so they've seen the whole point of the app work. That's when you ask. It feels like "nice, this helped me" instead of "why is this popup in my face".

But here's what I got wrong at first — I asked once. Someone sells an item, gets the prompt, taps not now because they're in the middle of something, and I never ask again. Gone. Then I realised Apple actually lets you ask a few times a year, so I changed it to ask again roughly every week until the system stops showing it. And that caught my core users, the ones who use the app constantly and had said not now the first time simply because they were busy. A week later they're mid-flow again after another sale, the ask comes back, and this time they do it. About half my ratings came from that one change. These weren't new people, they were my most loyal users I'd have lost to a single dismissed popup.

And it doesn't feel spammy, for two reasons. One, Apple caps how many times you can ask, so you physically can't nag even if you wanted to. Two, every ask is tied to the user just succeeding at the thing they came for, so it lands as a good moment, not an interruption. Your best users are usually your busiest, they'll wave away the first prompt not because they dislike the app but because they're using it, so give them a second and third chance at good moments and a chunk of them say yes.

So tie the review prompt to your app's payoff moment, whatever that is for you, and then actually use your full allowance instead of burning your one shot. For me that turned a handful of ratings into double, and the visibility that came after was worth far more than nine little stars sounds like it should be.

reddit.com
u/OPrudnikov — 1 month ago

New FlipperHelper version is out on iOS & Android

• 🏷️ Return dates — set a deadline on returnable stock and get a "Too late" flag before the window closes
• ⏱️ Days to sell, your way — measure from purchase date or the date you listed it
• 🎛️ Customise the Add Item screen — show only the fields you use
• ✨ Date-only purchase dates, clearer hauls, and a camera-photo fix
Track your real reselling profit → flipperhelper.app
u/OPrudnikov — 1 month ago

Hi everyone! I was already on IOS live and I am really suprised Android rules

Let's help each other, test my application, attach screenshot and your urls - I will do yours, thanks! Lets help each other

Google group: https://groups.google.com/g/flipper-helper-early-access

https://play.google.com/store/apps/details?id=com.oprudnikov.flipperhelper

https://play.google.com/apps/testing/com.oprudnikov.flipperhelper

It's a free application for resellers to track their profit, I am running ios version for a while now and now want to be represented on Android as well

Thanks!

reddit.com
u/OPrudnikov — 2 months ago

iOS update is out — and Android is finally happening (looking for testers)

Two bits of news for anyone here.

First, there's a new iOS update out. The main change is one a few of you asked for: if you turn off a selling platform in settings, it no longer deletes the listings you already had on it — it just marks them disabled and keeps your data. The share card now only shows up on sold items (where it actually makes sense, since it shows your profit), and items you buy and sell the same day now say "Sold same day" instead of "Sold in 0 days". Plus some smaller fixes.

Second, the bigger one — Android is finally happening. I've been quietly building a proper native Android version, not a wrapper, a full Kotlin rebuild with the same features as the iOS app. It's now in Google Play testing. Backups are cross-compatible too, so you'll be able to move between iPhone and Android without losing anything.

If you're on Android and want early access, drop a comment or DM me and I'll add you to the test as soon as invites are open. I only need a handful of testers to help shake out bugs before it goes wider, so it genuinely helps a lot.

And if there's anything you really want to see in the Android version, or in the app in general, tell me here — this sub is small but I read everything.

reddit.com
u/OPrudnikov — 2 months ago