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Marketing Advice Needed!

06-22-2016, 12:16 AM
#11
Joined: Jun 2016
Posts: 8
Hey,

Something that I realized was that the app name itself doesn't attract me as much and has me confused about the game. Also, other than using the usual channels for free marketing it's vital you have some feature for sharing things in the game. Maybe the game can provide interesting situations for pretty screenshots that the players can share? Or high scores/stand out achievements etc.
06-23-2016, 01:31 PM
#12
Joined: Jun 2016
Location: Norwich, UK
Posts: 48
Thoughts

I just played your game for a while and my wife had a few goes too.

Its awesome! Really good job on the art and fun gameplay. I love the sound you play when you don't sit down fast enough.


I will say that your write up doesn't communicate the game at all and neither do the screen shots. To me its a musical chairs game but with a moody dark art work you wouldn't normally think would go together, which makes it unique and it really works!

44 chairs is really unfriendly to SEO too, I barely noticed the chairs were changing each time, so maybe that is a bit lost on the user.

If you can re-publish on a different name and add a second feature (you lost, but watch a rewarded ad to get another go)... You could make it more impactful income wise and have the opportunity to remake how you pitch the game to people. I'd go with musical chairs in the afterlife. Or snap meets musical chairs. Concepts people can understand a bit easier. Then make a short video to promote (apple and google give better rankings to people with preview vids) and rewrite the wording to be a little less about collecting chairs and more about what you have to do.

If you have any where to go on your roadmap, maybe even incrementally increase the meanness of the look of ghost people you play against, or change the winning sound to grow more exciting as you level up.

Just some thoughts and ideas anyway

Also, do add in more tracking features to your game. Flurry or Google Analytics/Firebase are a good start!

06-23-2016, 09:40 PM
#13
Joined: Aug 2015
Posts: 207
Quote:
Originally Posted by GalacticThumb View Post
You never want to spend money on user acquisition especially if your game is not heavy on IAP.

-The icon and first two screenshots are so important.
-Add an App Preview if you can they are pretty simple to make.
-Easy landing page http://galacticthumb.com
-Promo on twitter, instagram youtube and posts on popular forums.
-keywords, are so important this also explains some weird trends on cloned games for android..

Word of mouth is the main source of downloads, if the game is quality people will tell others. Make sure you have a good sharing mechanism in game.

Other options include going to a publisher, or paying a youtube/instagram influencer.

I'll give you 1000 thumbs up for 'never-spend-money-without-IAP' suggestion!

The landing page of yours looks great cool! That's the style I love XD
What do you usually use it for? Do you do ads to promote your games?

We have started on promo video. Already made one and uploaded to youtube&playstore https://play.google.com/store/apps/d...oldlog.mychair
Since promo video for AppStore has the max time limitation. Guess will have to work more on that.
Twitter is the other way we just started. It takes time but guess it worth a shot.


Thanks again for the advice!! Super useful for indies!
06-23-2016, 09:57 PM
#14
Joined: Aug 2015
Posts: 207
Quote:
Originally Posted by SconicX View Post
Hey,

Something that I realized was that the app name itself doesn't attract me as much and has me confused about the game. Also, other than using the usual channels for free marketing it's vital you have some feature for sharing things in the game. Maybe the game can provide interesting situations for pretty screenshots that the players can share? Or high scores/stand out achievements etc.
Thanks for your reply SconicX! You're making the key point! We did have heard a lot of the don't-know-what- it-is opinion about the description. That is why we just updated it, and add along a video. The video is for PlayStore only, since there's a time limitation, guess the video for AppStore will be released later.

The sharing button was an option in old version of the game. But it's only for the highest score. And we googled some experience of game dev's about sharing things in the game. Turned out negative. So the sharing button was taken off

Since you brought it up, mind if I asked if it were you, playing this game, what do you want to share the most? Screenshots of the characters, or the highest score?

Replying your post brings up deeper thoughts. Muchas gracias SconicX!
06-23-2016, 10:51 PM
#15
Joined: Aug 2015
Posts: 207
Quote:
Originally Posted by fgl_sam View Post
I just played your game for a while and my wife had a few goes too.

Its awesome! Really good job on the art and fun gameplay. I love the sound you play when you don't sit down fast enough.


I will say that your write up doesn't communicate the game at all and neither do the screen shots. To me its a musical chairs game but with a moody dark art work you wouldn't normally think would go together, which makes it unique and it really works!

44 chairs is really unfriendly to SEO too, I barely noticed the chairs were changing each time, so maybe that is a bit lost on the user.

If you can re-publish on a different name and add a second feature (you lost, but watch a rewarded ad to get another go)... You could make it more impactful income wise and have the opportunity to remake how you pitch the game to people. I'd go with musical chairs in the afterlife. Or snap meets musical chairs. Concepts people can understand a bit easier. Then make a short video to promote (apple and google give better rankings to people with preview vids) and rewrite the wording to be a little less about collecting chairs and more about what you have to do.

If you have any where to go on your roadmap, maybe even incrementally increase the meanness of the look of ghost people you play against, or change the winning sound to grow more exciting as you level up.

Just some thoughts and ideas anyway

Also, do add in more tracking features to your game. Flurry or Google Analytics/Firebase are a good start!
Thousands of gratitude and appreciation Sam!!! It's a surprise that you tried the game and head back for this reply!!
And the review on PlayStore, this avatar is super cute, looks exactly like you
(Forgive me for this way of expressing cuz it's a girl in front of the screen XD

The idea of a rewarded ad is a real nice one! It did popped into our mind after going a long way in the game but lose at one single shot. Drive me crazy sometime. btw, what do you think of the "what do you say?" slang by the component after losing each shot? Does it express the feeling? A bit sarcastic(? provocative(? What we want here is to drive people mad, and maybe smack the table "damn I'm so gonna win over you!"
If it's not, is there any better words?


We did have received a lot suggestions of updating the confusing description and making a video.
So here they are! https://play.google.com/store/apps/d...oldlog.mychair
Is it better of the description now
We're worried about the video. Thought it might be a risk to show the simple game play, don't want to turn people down before they experience the actual fun in it. Keeping a bit curiosity is what we thought about.
Just updated those yesterday. Quite nervous to know the feedback >~<


Sincerely
Lulu!
06-24-2016, 12:09 PM
#16
Joined: Jun 2016
Location: Norwich, UK
Posts: 48
No problem, I like to read the questions on this thread and answer when I can!

I suggested the idea of getting another turn just because some gamers get impatient at starting again, and using the rewarded video makes it a sacrifice, as well as the CPM from rewarded ads being so high!

Combined with the crossed arms, I get what you meant by "what do you say?", but it's not really a phrase I've heard people use. Something like "In your face" or "Say my name" or "You will never beat me", maybe alternating.

I like the video a lot, I thought I was going crazy when I saw it this morning, I thought I must have missed it XD

The wording is better, but not quite right. Something along the lines of:

"

In a dark, mysterious world where you must play musical chairs for eternity, only the fastest fingers survive.

Tap the screen to sit down when the light bulb turns on. Sounds simple, but be warned... tap too early, or too late and your soul will be crushed into of pain and damnation for ever and ever, or until you try again.

Put your fastest finger forward and battle your reflexes, reaction speeds and coordination against a legion of lost spirits.

Single-player mode: Play against characters like "The Priest", "The Rockstar", "Guy with a Schoolbag" and many more. They'll try and distract you, but don't let them. Play for global high-scores and to unlock new seats.

Two-player mode: You can play face to face with a friend* on one screen. When the light goes off, tap on your side of the screen first to win a point. The first one to get to 5 points wins.

*May destroy friendships.

"

Based on the above, I'd look into a global scoreboard functionality or something? Also, it's totally essential that you record the stats within your games, especially with so many! Flurry or Google Analytics are easy and give you lots of things to measure. If you're having trouble with the SDKs for analytics or ad networks, let me know via email sam@fgl.com
06-27-2016, 08:49 PM
#17
Joined: Aug 2015
Posts: 207
Quote:
Originally Posted by fgl_sam View Post
No problem, I like to read the questions on this thread and answer when I can!

I suggested the idea of getting another turn just because some gamers get impatient at starting again, and using the rewarded video makes it a sacrifice, as well as the CPM from rewarded ads being so high!

Combined with the crossed arms, I get what you meant by "what do you say?", but it's not really a phrase I've heard people use. Something like "In your face" or "Say my name" or "You will never beat me", maybe alternating.

I like the video a lot, I thought I was going crazy when I saw it this morning, I thought I must have missed it XD

The wording is better, but not quite right. Something along the lines of:

"

In a dark, mysterious world where you must play musical chairs for eternity, only the fastest fingers survive.

Tap the screen to sit down when the light bulb turns on. Sounds simple, but be warned... tap too early, or too late and your soul will be crushed into of pain and damnation for ever and ever, or until you try again.

Put your fastest finger forward and battle your reflexes, reaction speeds and coordination against a legion of lost spirits.

Single-player mode: Play against characters like "The Priest", "The Rockstar", "Guy with a Schoolbag" and many more. They'll try and distract you, but don't let them. Play for global high-scores and to unlock new seats.

Two-player mode: You can play face to face with a friend* on one screen. When the light goes off, tap on your side of the screen first to win a point. The first one to get to 5 points wins.

*May destroy friendships.

"

Based on the above, I'd look into a global scoreboard functionality or something? Also, it's totally essential that you record the stats within your games, especially with so many! Flurry or Google Analytics are easy and give you lots of things to measure. If you're having trouble with the SDKs for analytics or ad networks, let me know via email sam@fgl.com

The whole text! This gives me another whole different perspective of writing description for this game! You're incredible!

I'll definitely let you know when any other function is updated! Thanks awesome Sam!!
07-02-2016, 04:56 AM
#18
Joined: Aug 2015
Location: London
Posts: 111
Marketing is hard and it's a bit of a grind - few ideas have been mentioned. Just keep working and monitoring your stats. Check out Fabric.io it's good for app analytics, how long are the sessions who played what level, you can monitor any events. Product Hunt is also good to announce new games, obviously TA forum but also TigSource is a good forum. Twitter has been good for me personally make sure you are using all the relevant hashtags and on appropriate days like #screenshotsaturday (sat) #indiedevhour (wed) #gamedev #indiegame #indiedev, Reddit is good check out /r/gamedev and other relevant sub-reddits. This is a great recourse for contacting review sites too:

https://docs.google.com/spreadsheets...#gid=551061784

Focus on ASO - 65% of downloads are driven by store views alone. Check out Sensor Tower and App Annie for optimising keywords/research, see what key words competitors are using and difficulty breaking into those rankings.... translating to other languages is good, so as you said if China is your market at the moment make sure it's translated into Traditional and Simplified Chinese - anyway that's a few ideas there!

I should probably do a blog post on this!
07-03-2016, 09:00 PM
#19
Joined: Aug 2015
Posts: 207
Quote:
Originally Posted by alex_p View Post
Marketing is hard and it's a bit of a grind - few ideas have been mentioned. Just keep working and monitoring your stats. Check out Fabric.io it's good for app analytics, how long are the sessions who played what level, you can monitor any events. Product Hunt is also good to announce new games, obviously TA forum but also TigSource is a good forum. Twitter has been good for me personally make sure you are using all the relevant hashtags and on appropriate days like #screenshotsaturday (sat) #indiedevhour (wed) #gamedev #indiegame #indiedev, Reddit is good check out /r/gamedev and other relevant sub-reddits. This is a great recourse for contacting review sites too:

https://docs.google.com/spreadsheets...#gid=551061784

Focus on ASO - 65% of downloads are driven by store views alone. Check out Sensor Tower and App Annie for optimising keywords/research, see what key words competitors are using and difficulty breaking into those rankings.... translating to other languages is good, so as you said if China is your market at the moment make sure it's translated into Traditional and Simplified Chinese - anyway that's a few ideas there!

I should probably do a blog post on this!
Wow, super useful!! Thank you so much! And the press list! I was just about to make a list looking through any information that are available on twitter, and this sheet saves time!

You're awesome!
07-04-2016, 02:22 AM
#20
Joined: Aug 2015
Posts: 207

Hey Guys!

Thanks for all the awesome tips that you gave out! And all the precious information.
Here's step1, the video.

It's only available on PlayStore for now. Because of the time limitation of AppStore video. We'll still trying to figure out how to make most of the funniest moments in 30 seconds.