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Cheap Effective Marketing ideas?

11-03-2013, 05:55 PM
#11
Joined: Nov 2013
Posts: 9
Hi all!
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11-05-2013, 11:45 AM
#12
Joined: Jun 2013
Location: Kingston, ON
Posts: 18
Just posted this in another thread but it seems relevant to you as well. Check out the Big List of Youtubers.

I know you mentioned Youtube as one of your existing marketing channels, but hopefully this supplements your marketing efforts a bit!

11-06-2013, 07:23 AM
#13
Joined: Feb 2013
Location: Europe
Posts: 36
Send a message via Skype™ to plungeint
Quote:
Originally Posted by BrandonLassiter View Post
Does anyone have any good ideas to market a game? Other than the obvious ones always put out there i.e. facebook/twitter, contacting review sites, youtube etc...

My game Word Warfare has been out for about a week now and to say the least the amount of downloads I have had are ridiculously low for what I was hoping.

So far the downloads have been like so:

Day 1: 43
Day 2: 47
Day 3: 36
Day 4: 21
Day 5: 20
Day 6: 19
Day 7: 17
Day 8: 7

The game is free and I have gotten positive feedback from the players I have talked to on it. I really don't have much of a marketing budget so paid ad campaigns really aren't going to happen. Any advice would be greatly appreciated.
Screenshots 1,2,3 look the same for me, and the worst, I don't know what's the game about

Jesús Bosch
PLUNGE INTERACTIVE
Icontest: guess the icons words game released! Icontest
11-09-2013, 05:43 PM
#14
Joined: Sep 2013
Location: Auckland
Posts: 115
I have found that explaining how to play the game in the screen shots helps a lot. I think people follow a very simple process when choosing games.
1. Icon looks good, click
2. Screen shots look good, can see what it is. Download.

So really the communication with the users is 200% icon, 80% screen shots, 1% description. So all my future games I try to make the icon and screens shots communicate what the game is and how to play it.

For example, my latest game: https://itunes.apple.com/us/app/trim-the-fat/id719287254?ls=1&mt=8
11-09-2013, 09:52 PM
#15
That "Big List of Youtubers" is cool, thanks!
11-14-2013, 05:27 PM
#16
Joined: Dec 2012
Location: La Habra Hights, California
Posts: 55
Hi Brandon!
Would it be within reason for you to revisit the way your game is skinned? It's a tough call sometimes on whether or not to recommend someone rethink their game's look once it's already so far along, but in this case it might be worthwhile to reach out to an experienced graphic artist for a revamp. The details of the user interface are just as important as the flashy event graphics, if not more so in a game like this.
Good hunting my friend!

Blind Albino mixes art, humor, and technology right into the palm of your hand. Enjoy!
11-15-2013, 08:24 AM
#17
Joined: Sep 2013
Location: Koblenz, Germany
Posts: 274
Quote:
The game is free and I have gotten positive feedback from the players I have talked to on it. I really don't have much of a marketing budget so paid ad campaigns really aren't going to happen. Any advice would be greatly appreciated.
Since you do have a following and the game is free, why not try to get your existing players to help you spread the word.

To be more precise, instead of asking for money for certain powerups, ask for shares, reviews, invites.

Having a larger player base, even if not a paying one can also lead to the possibility of doing cross promotion.

Hope it helps

The Way Home - Incredible Time Travel Arcade Adventure [FREE]
You can also find me on Twitter!
Have a crazy day :P
11-16-2013, 07:42 AM
#18
Joined: Jan 2012
Location: Manila
Posts: 104
Hmm, never thought about that bit, explaining the game via screenshots. Worth trying!

Quote:
Originally Posted by OnlyJoe View Post
I have found that explaining how to play the game in the screen shots helps a lot. I think people follow a very simple process when choosing games.
1. Icon looks good, click
2. Screen shots look good, can see what it is. Download.

So really the communication with the users is 200% icon, 80% screen shots, 1% description. So all my future games I try to make the icon and screens shots communicate what the game is and how to play it.

For example, my latest game: https://itunes.apple.com/us/app/trim-the-fat/id719287254?ls=1&mt=8

Play Elevator Joe!
11-26-2013, 04:42 AM
#19
Quote:
Originally Posted by Rubicon View Post
You need to fix your game graphics. I think there are 97,502 different fonts in view on those screenies, but I'll admit that's a slight exaggeration.

Looking at it, it won't cost much at all to give it a makeover. The icon is great, as is the victory screen, but the game itself looks tame. Well, the icon is great in that it's nicely drawn. But it doesn't say "word game" at all. This stuff is important.
I just ran this by my designer and he thinks there is no UI/UX that would really please a user. (SORRY for being honest). Think of draw something and this might help. But this is my suggestion.
11-26-2013, 08:36 AM
#20
Joined: Nov 2013
Posts: 11
We just launched Games TV (https://itunes.apple.com/us/app/games-tv/id741293775?mt=8) to promote all iOS games (we offer a free plan with no guarantee of volume). More info in this thread http://forums.toucharcade.com/showthread.php?t=210588