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How do you go about marketing your app/game?

04-27-2014, 12:21 AM
#11
Quote:
Originally Posted by Kazetoon View Post
Not really, I was hoping that I will make a little bit of money from my app then reinvest it to promote it further. I was thinking about using the Facebook page promotion function to promote my app. What do you suggest?
Its important to try to do your marketing push a little before/during your 2 week boost that apple provides. While this is my first game I have released quite a few other sports/education apps on the store its and know its important to take advantage of your boost.

The best free marketing I think its building up hype before your game is released you are really on the clock the second its live.
04-27-2014, 01:44 AM
#12
Joined: Mar 2014
Posts: 27
Quote:
Originally Posted by Touchmint View Post
Its important to try to do your marketing push a little before/during your 2 week boost that apple provides. While this is my first game I have released quite a few other sports/education apps on the store its and know its important to take advantage of your boost.

The best free marketing I think its building up hype before your game is released you are really on the clock the second its live.
You are right, I should have known better my highest download rate was in the first few days but this didn't happen on android. I may try using the facebook ad system and see how it goes.

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Android - iOS

04-27-2014, 02:38 AM
#13
Haven't seen it mentioned, but probably missed it...

Get reviews!

Of course, not speaking from experience since I just released my first App game, but from everything I read and seen, reviews and ratings from online sources looks to be a huge benefit, as long as they're good! lol!

Good luck to you!

04-27-2014, 05:20 AM
#14
Joined: Aug 2013
Posts: 1,006
Quote:
Originally Posted by YellzBellzDotCom View Post
Haven't seen it mentioned, but probably missed it...

Get reviews!

Of course, not speaking from experience since I just released my first App game, but from everything I read and seen, reviews and ratings from online sources looks to be a huge benefit, as long as they're good! lol!

Good luck to you!

yes but as you will find just emailing sites != reviews

generally reviews are out of your control

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04-27-2014, 04:48 PM
#15
Joined: Mar 2014
Posts: 27
Reviews are pretty hard to get if you are looking for free reviews of course. I emailed about 50 review sites and only got a few responses saying either that they have a paid service or that they will take a closer look at the game.

Little Drop - Check it out!
Android - iOS
04-27-2014, 06:09 PM
#16
Joined: Jul 2010
Location: Auckland, New Zealand
Posts: 566
Quote:
Originally Posted by YellzBellzDotCom View Post
Haven't seen it mentioned, but probably missed it...

Get reviews!

Of course, not speaking from experience since I just released my first App game, but from everything I read and seen, reviews and ratings from online sources looks to be a huge benefit, as long as they're good! lol!

Good luck to you!

TBH I really am not too sure if that's true. My first game was reviewed by TA and it was a decent review... sales were still awful (and this was in 2010 when there was much less competition) and I have heard the same story from several devs after they have received reviews on major sites, maybe an extra 10-20 downloads and that's it...

The App Store is extremely saturated with games and there are millions and millions of users, of which only a very small percentage visit mobile gaming sites.

I don't think there's any surefire way to get your game "out there" without spending a lot of money or making a totally unique and or utterly brilliant game that gains traction on its own merit.
04-27-2014, 07:54 PM
#17
Joined: Mar 2014
Posts: 27
Has anyone used Facebook ads? I took a quick look at it and I'm not sure how it works. Why does changing the age for which the ad will be display affect the estimated number of likes in a weird manner? For example if I set the age from 13 to "no max" it estimates a lower like rate than if I set it from 13 to 17. Should I follow the estimated like rate?

Little Drop - Check it out!
Android - iOS
05-12-2014, 04:56 AM
#18
Joined: Mar 2013
Posts: 69
The most important thing is that you should have a high quality app. We have also submitted some apps on Google Play, and we haven't done any marketing work. At the beginning, there are a few downloads, but after some time, it goes steady with 1000 downloads a day, and the peak is 10000 downloads. But it is really not so satisfactory.

Now, we are thinking about doing paid marketing. Is there anybody who can give some suggestions?

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05-18-2014, 07:53 PM
#19
Joined: May 2012
Location: Brazil
Posts: 14
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My experience with Facebook ads was not good.

It was an useless tactic.

If you cannot (or doesnt want) to invest money in advertisements I think the knot options you have are:

- do rating exchange with other developers

- forget about this game and start all the process with a new game.

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