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

DropZap has high rating but not popular. How should I market it?

11-20-2009, 11:32 AM
#1
Joined: Nov 2009
Posts: 233
DropZap has high rating but not popular. How should I market it?

Check out these ratings and reviews in the US app store:

http://itunes.apple.com/us/app/dropzap/id338490375?mt=8

However, they don't translate into a popular app (yet). I must admit to being frustrated by this.

How should I market DropZap?

Demo video:

Youtube link | Pop Up
11-27-2009, 05:36 AM
#2
Joined: Sep 2009
Posts: 5,678
Idk how you could market it :/ Least inexpensive way would be word of mouth, as I've heard that many devs who invested in ads didn't really profit much in the long-run. I have DropZap, at first I didn't like it much, but once I got into it I actually started to like it a lot more. Maybe you should consider implementing OpenFeint + achievements? Also maybe some graphics polish wouldn't hurt.

11-27-2009, 06:35 AM
#3
Joined: Jan 2009
Location: Italy
Posts: 1,452
I love the game. I think that your biggest enemy are the screenshots, the game doesn't look that good. It's better once you see it in movement because the squares move smoothly and there's the zapping effect, but you don't have the chance to understand that from the stills. I agree with derek that graphic polish and maybe openfeint could help you. Substitute the text menus with some images, or at least use a better looking font. Add some cool looking background.
I wish you good luck.
11-27-2009, 10:56 AM
#4
Joined: Nov 2009
Posts: 233
I will use screenshots with lasers in them.

As for graphics polish, don't players care mostly about the graphics polish in the gameplay itself (as opposed to the main menu)?

It's not obvious to me how the graphics could be improved in the gameplay. Any suggestions?

BTW, I've submitted DropZap 1.1 and DropZap Lite 1.1 to Apple for review.

Two of the most noticeable changes:

* faster animation so you don't need to wait so long for chain reactions to complete

* more pleasant sound

Last edited by amichail; 11-27-2009 at 11:09 AM.
11-27-2009, 12:31 PM
#5
Joined: Aug 2009
Posts: 464
Quote:
Originally Posted by amichail View Post
As for graphics polish, don't players care mostly about the graphics polish in the gameplay itself (as opposed to the main menu)?
No, well we do, but it has to be a complete package. You can't concentrate on some parts of your game, and neglect others in the hopes the buyer doesn't care. - We do

Quote:
* faster animation so you don't need to wait so long for chain reactions to complete
Good! I mean, I love the game, but once you've played it for a while, that's a small gripe that pops up...
11-27-2009, 06:56 PM
#6
Joined: Sep 2009
Posts: 5,678
Well personally, I look at all the elements in an app. How the menu looks is a big part to me because I see it everytime I open the app But just mess around with the layout, re-design a bit.
12-14-2009, 11:49 AM
#7
> How should I market DropZap?

Well, for one thing: make it available in all countries. I already asked you about this in another thread but never got a reply.
12-14-2009, 12:17 PM
#8
Joined: May 2009
Location: The Underworld
Posts: 9,230
After looking at your itunes description, i think you should not fully quote the reviews... "uninspiring appearance" and "not the best looking game" are two things that would turn me off as a potential buyer. I would read those in the beginning of the reviews quoted and stop reading the rest since the review already sounds negative.

Are there global leaderboards? The app description doesn't mention it if there are.

In the game screens, I don't understand what the % of PB is trying to tell you. If its the % of that level completed maybe have a graphical bar that fills up or just have it say % complete.

Your gameplay does look like it will be interesting and fun, but I have to agree with others, the graphics aren't doing it justice...what if you made everything brighter/neon?

Quote:
Originally Posted by sizzlakalonji View Post
I don't want to alarm anyone, but I just played this, felt a tingle, rushed to the bathroom, and urinated rainbows and glitter.
Quote:
Originally Posted by sammysin View Post
Yesss, I'm off for a leak to see if the same happens for me.
12-14-2009, 04:02 PM
#9
Joined: Jul 2009
Location: New Jersey
Posts: 2,988
+1 on everything that has been said.

BUT . . . I dont know it will be a hit if you spruce up the graphics.

Take a look at the sales rank history of Alchemize and Cash Machine, which seem like maybe the reverse of your concept, and might give you an idea of what is realistic to hope for in terms of sales.

Currently addicted to Clash Royale
12-14-2009, 04:09 PM
#10
Joined: Jan 2009
Location: Italy
Posts: 1,452
Quote:
Originally Posted by Devilishly Good View Post

In the game screens, I don't understand what the % of PB is trying to tell you. If its the % of that level completed maybe have a graphical bar that fills up or just have it say % complete.
It's the distance from your personal best, in terms of score. For example if you are 98% PB, you are about to reach your highest score. If you go over 100% that's your best score ever. I actually thought it was a good idea.