Please check my new game, Pool Stars: https://itunes.apple.com/us/app/pool-stars/id880042921?mt=8 It was released today, there are not many online players so far. I spent half a year implementing it, i really like the result. Even if game will be not a big success, i will be very proud of it. I will publish download numbers in few days/weeks. Please let me know what do you think about it. Here are few screens: http://luckyclan.com/poolstars/Screen1.jpg http://luckyclan.com/poolstars/Screen2.jpg http://luckyclan.com/poolstars/Screen3.jpg http://luckyclan.com/poolstars/Screen4.jpg http://luckyclan.com/poolstars/Screen5.jpg
As I promised here are few figures. Downloads: day 1: 129 day 2: 333 (but 73 from Poland) day 3: 292 day 4: 248 day 5: 285 day 6: 316 day 7: 332 day 8: 1115 (but about 750 from Russia, Kazakhstan, Belarus etc after one Russian review) All: 3050 Players registered in database: about 2500 Revenue: $22 - but this is not the most important for the moment. Biggest problem - not too many players online, sometime you have to wait 1-2 minutes for the opponent. Last days there are usually 10-20 players online Failures - none of the big game portals reviewed game, no feature in App Store home page. I sent a lot of emails/forms to app review websites. Successes: - no download drop after the first week - 80% people who downloaded game registered in database (thanks to 1-tap registering) - 60% of registered players played at least 1 online match (it would be better if there was more online players) - 30% of players who played at least one match, played 4 more matches! It means that 30% player really like the game! - 130 players played 20 or more matches, i can name them "fans". It is 8% of players who played at least 1 match! If you have idea how to boost the number of downloads, or any other remarks to game, please post it here. Sylwester Los, Lucky Clan
This is the kind of chicken and egg problem I had with my first game, Go Native!, only we needed 4 players online at the same time in order to start a game. What we ended up doing is adding bots which joined after a certain amount of time, which made it so the person playing at 1:30AM could still play a game. This was somewhat successful, as we started having players actually playing the game before they left. But there were complaints about not playing against real live people. The simplest way would be to acquire enough users through a CPI campaign (or other ad campaign) to have a stable player-base. But that can be expensive.
Number of online players and number of "fans" in my game has been growing every day so far. Thus average time of waiting for opponent is shorter. I hope this trend will continue. I will also submit ipad version in the next few days, it should bring more players. I will post next figures in about 1 week.