★ TouchArcade needs your help. Click here to support us on Patreon.

What is the best method to rapidly promote a game (1K+ downloads in <3 days)?

04-19-2015, 01:40 PM
#1
Joined: Apr 2015
Posts: 1
What is the best method to rapidly promote a game (1K+ downloads in <3 days)?

Hello,

I just launched my first mobile game and I'm wondering if anyone has any insight on how to acquire a large amount of followers (1k) in a short amount of time (<3 days). I'm not looking for a long-term customer base or returning customers, I'm only interested in downloads. Any ideas?

Link to the game is https://itunes.apple.com/app/id982839582 (in case that helps)

Thanks!
04-19-2015, 04:02 PM
#2
Joined: Aug 2013
Posts: 1,065
Simply, go to a service like chartboost and buy 1K paid installs. You will have it in a day.

However having a look at your app I don't think any money you invest will be worth it in the long run.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8

04-19-2015, 06:13 PM
#3
rapid downloads

Make your game 9.99. Wait 3 days.

Then Set it free.
04-20-2015, 04:57 AM
#4
Joined: Mar 2014
Location: UK
Posts: 168
This place has...turned in to something that I am not.
04-20-2015, 07:17 AM
#5
Chartboost, Tap Joy, any 3rd part ad service worth its salt could get you that in an hour. Small numbers like that is useful for soft launching products.

Looking for a writer? PM me

Game Designer of:
Family Feud Matches Gaming with a side of Matchmaking!
Family Feud 2 My First Huge Apple Feature!
Pickpawcket
And more!
04-20-2015, 08:19 PM
#6
Joined: Nov 2014
Location: China / Canadian
Posts: 605
Send a message via Skype™ to 1stSPIN
Quote:
Originally Posted by Blackharon View Post
Chartboost, Tap Joy, any 3rd part ad service worth its salt could get you that in an hour. Small numbers like that is useful for soft launching products.
What is Charboost, Tap Joy ??
04-20-2015, 08:49 PM
#7
Joined: Jul 2013
Location: USA
Posts: 1,565
Make an really awesome app with an original idea. Or something totally stupid like flappy bird. Heck I'm totally clueless. Good luck!
04-22-2015, 11:04 PM
#8
Joined: Apr 2015
Location: USA
Posts: 7
Quote:
Originally Posted by clysm52 View Post
Hello,

I just launched my first mobile game and I'm wondering if anyone has any insight on how to acquire a large amount of followers (1k) in a short amount of time (<3 days). I'm not looking for a long-term customer base or returning customers, I'm only interested in downloads. Any ideas?

Link to the game is https://itunes.apple.com/app/id982839582 (in case that helps)

Thanks!
Congratulations on actually launching a game of any kind. You would be surprised how few people actually ever do launch a game no matter how many they claim to have made. I remember the excitement I had when I created a memory game and launched it on the App Store.

Not sure if those numbers are going to do anything for you as a free app, but I am not sure what you are wanting to accomplish by getting the volume in 3 days.

The ways mentioned here are possible for sure, but perhaps consider putting a way to capture current customers info in the game like an opt in email sign up. That way when you improve or make another game down the road you can rely a lot more on existing fans to get you those download numbers. Build an audience in other words. Whatever your reasons are for needing those numbers in three days best of luck and congratulations on getting something shipped. I downloaded it so less then 999 to go.
04-23-2015, 01:18 AM
#9
Joined: Nov 2014
Location: China / Canadian
Posts: 605
Send a message via Skype™ to 1stSPIN
He is right.Take pride in the fact the you thought it, built it and launched it.
04-23-2015, 05:13 PM
#10
Joined: Nov 2014
Posts: 427
When I made my paid game free for a little bit, the day it became free I got about 2300 downloads, and the next day about 1100.