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#11
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@jokerseven unfortunately I think that's the way things are going now. Unless you spend a load of money or are extremely lucky, you're going to struggle. You need to think of it as a long game and constantly keep pushing, releasing updates and focus on driving up organic traffic (e.g. App Store Ratings and Optimisation)
For example, we wrote to nearly 200 people (app review sites, bloggers, etc) and have had not one review. Despite that, literally everyone who plays the game absolutely loves it, and our App Store ratings show that too. I caught two people playing it in the local gym earlier this week, that's how addictive it is! I'd also say what little money we spent on marketing hasn't really made any difference, so I agree with the others here - if you're going to spend, you'll need to spend a lot. |
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#12
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Well, first spend some money on the art. You can find many cheap artist that will make your game looks like a million time better for few hundred bucks.
JC |
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#13
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Quote:
- find and pay somebody with artistic skills to overhaul the looks - put it all down to experience and start on a new project There's a saying in start-up circles: fail fast & fail cheap. It's not always good advice, but it's quite applicable to the Appstore. |
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#14
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Maniacdev has compiled a list of 170+ app review sites. I'm pretty sure it wouldn't cost that much to pitch to those sites. Hope it helps! |
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#15
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If I wanted to be really cruel I would say that you should spend huge amounts of money on upgrading the graphics and marketing.
If I wanted to be kind I would tell you its really not worth it, the gameplay is ok but a bit slow and not innovative enough to get noticed. Visually its poor lets face it. You could email every site in the world and they will take one look at the screen shots and won't email you back (unless you pay). Even a major graphics overhaul probably would not help. I think you really need to, as said by Nijo "put it all down to experience and start on a new project" Almost all developers first app is a flop (me included with Recoil SE) i heard once that the andy birds guys had loads of flops too. Last edited by ThreeCubes; 02-08-2013 at 11:08 AM.. |
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#16
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It boils down to this. Take this as a learning experience and use that to make a better product the next time around. Don't be discouraged, you'd be hard pressed to find a dev that knocked it out of the park on their first try. Get up, dust off, and come back stronger.
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#17
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So I played the game last night. I have some random comments below. Many of these are not reasons for your lack of downloads though, because you'd need to download to discover a lot of them, but perhaps some are.
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#18
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Don't like the ads either. They would make me never to buy this game. |
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#19
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Hi,
Had a quick look at your puzzle. Not my sort of puzzle. Not too surprised by what happened or what's been said here. One of the best pieces of advice I read was if you can't get reviews on game sites look for bloggers interested in your sort of game. I found http://gottasolveit.blogspot.com.au/ it's run by a nice guy called Tom Cutrofello and he plays a huge number of puzzle apps on the iPhone and iPad. Getting a mention anywhere can increase interest, and start the snowball effect that will lead to sales. (Sales being defined here as more than 10). Don't expect miracles but keep trying. Matthew Last edited by MHille; 02-09-2013 at 03:36 AM.. Reason: spelling as usual |
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#20
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Hahah thank you all for the brilliant responses!.. I see the general error of my games= and i will just take it as experience and move on with a new one. again thanks a heap
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