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How do YOU promote your game?

12-23-2009, 06:15 AM
#1
Joined: Nov 2009
Location: Derby, UK.
Posts: 161
How do YOU promote your game?

Hi Everyone,

I'm curious as to how people are actually promoting their Apps / Games and how successful it has been.

Are there any other big forums such as this one that people use?
What review websites or blogs have actually reviewed your game?
Have you paid for advertising and how successful was it?

I appreciate that people may not want to give away their secrets or how certain things effected sales figures, but if anyone is willing to share it would be greatly appreciated.

Thanks guys.

We Are Colin - Indie Games from Derby, UK. Facebook Twitter YouTube
Gravity Runner - Running game with Retro Graphics
Screw The Dealer + iSevens - Card Games -
WordSearch Rush - Featured by Apple - Available now
12-23-2009, 07:06 AM
#2
Joined: Mar 2009
Location: Singapore
Posts: 1,770
Send a message via AIM to kohjingyu
Cheese Collect has been reviewed by AppSpy and LiveTouch.fr.

I made it FREE for a day for AppVentCalendar and it got over 33 thousand downloads, placing it in #39 in Arcade games and #56 in All Games. Sales have increased substantially since then, but it's only been a few days and it's still hard to tell.

I've never paid for advertising, but Apple featured it a while back, which pushed it into #157 in Puzzle Games.

12-23-2009, 07:17 AM
#3
Joined: Nov 2009
Location: Derby, UK.
Posts: 161
Quote:
Originally Posted by froggy1233 View Post
Cheese Collect has been reviewed by AppSpy and LiveTouch.fr.

I made it FREE for a day for AppVentCalendar and it got over 33 thousand downloads, placing it in #39 in Arcade games and #56 in All Games. Sales have increased substantially since then, but it's only been a few days and it's still hard to tell.

I've never paid for advertising, but Apple featured it a while back, which pushed it into #157 in Puzzle Games.
When you put your game to Free for a time, then back to paid, does it take your free sales and rank you under the paid apps based on free downloads?

Thanks for the response Looks like I missed out on some good promotion with the AppVentCalendar, maybe next year.

We Are Colin - Indie Games from Derby, UK. Facebook Twitter YouTube
Gravity Runner - Running game with Retro Graphics
Screw The Dealer + iSevens - Card Games -
WordSearch Rush - Featured by Apple - Available now
12-23-2009, 07:19 AM
#4
Joined: Mar 2009
Location: Singapore
Posts: 1,770
Send a message via AIM to kohjingyu
Quote:
Originally Posted by DaveLev View Post
When you put your game to Free for a time, then back to paid, does it take your free sales and rank you under the paid apps based on free downloads?

Thanks for the response Looks like I missed out on some good promotion with the AppVentCalendar, maybe next year.
Nope, it doesn't. It did a while back though, but Apple fixed it.

It helped sales though, especially being featured on the AppVentCalendar website, which I think lots of people visit each day.

How do you promote your app?
12-23-2009, 07:33 AM
#5
Joined: Nov 2009
Location: Derby, UK.
Posts: 161
Quote:
Originally Posted by froggy1233 View Post
Nope, it doesn't. It did a while back though, but Apple fixed it.

It helped sales though, especially being featured on the AppVentCalendar website, which I think lots of people visit each day.

How do you promote your app?
Well, the main reason for setting up this thread was to gain an insight into peoples successful promotion techniques, since ours haven't worked at all at the moment.

We've been reviewed by a couple of websites but saw no sales improvements (The reviews weren't great though). We've upgraded the game as was suggested by these review websites and we have a better version now which I feel could sell quite well with the correct promotion.

We've also promoted it in a few forums, but only this one seems active.

I've just signed up to a few promotional opportunities too, the New Years App Blowout and the 12DaysOfChristmasApps hoping that these will get the game noticed a little more.

We Are Colin - Indie Games from Derby, UK. Facebook Twitter YouTube
Gravity Runner - Running game with Retro Graphics
Screw The Dealer + iSevens - Card Games -
WordSearch Rush - Featured by Apple - Available now
12-23-2009, 10:33 AM
#6
Joined: Sep 2009
Location: Georgia
Posts: 314
Marketing for iPhone games is especially difficult and can be quite frustrating. It demands a considerable amount of patience and a great deal of keeping your eyes open for opportunities to self promote. There is no one sure fire strategy to getting your game noticed or driving sales. Also, if the reviews your game has received haven't been great I'd suggest making sure you address all major complaints in an update before starting a new marketing push.

Overall, I think one of the best marketing strategies for indie devs is to get vocal, respected iPhone gamers who are frequent posters on the forums to try out your game and if they like it, help you to spread the word about it.

From everyone I've talked to, paid advertising rarely works and is usually a money losing proposition.

Just some thoughts for ya.

Q

Quorlan
12-23-2009, 11:22 AM
#7
Joined: Oct 2009
Location: the 56th realm of existence
Posts: 5,948
get a celebrity to tak about your app.

when megan fox talked about sally's spa on tv, sales suddenly shot up almost instantly

Beta tester of 54 games
Quote:
Originally Posted by crex View Post
Thats a nice lookin gun.
12-23-2009, 02:57 PM
#8
Joined: Jan 2009
Location: App Tech Studios, USA
Posts: 1,363
Quote:
Originally Posted by jak56 View Post
get a celebrity to tak about your app.

when megan fox talked about sally's spa on tv, sales suddenly shot up almost instantly
Yeah, now wouldn't that be nice!
12-24-2009, 02:12 AM
#9
You could always try a press release, prmac.com or a seriously huge one through prnewswire.com

-then again you have to make sure your release is newsworthy!
12-24-2009, 03:39 AM
#10
Joined: Apr 2009
Location: Australia, mate!
Posts: 8,419
Make a Lite version for your game. Also, have 'weekend sales' or 'one-day-only sales' to make people buy your game.