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Worth continuing making game updates?

08-02-2010, 01:28 AM
#1
Joined: Oct 2009
Posts: 249
Worth continuing making game updates?

Hi,

my first game 'Vector Rally' gone into oblivion after few months and now selling 0-2 copies a day.

I had big updates planed like adding tournament mode, track editor, but because of poor sales I haven't done anything.

Do you think it's worth putting extra effort and add these features perhaps together with lite version? Can this potentially revive my game?

Or better forget it and move on?

Start your engines gentlemen, Vector Rally is out!

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Twitter: http://twitter.com/VectorRally
08-02-2010, 03:24 AM
#2
Joined: Jun 2009
Location: Melbourne
Posts: 427
My gut reaction is to say probably not. However if you can balance a concerted marketing campaign to run alongside your planned additions then perhaps you can pick some additional sales. The marketing and update needs to be well timed though and hit the right areas to maximise its potential. Whether those additional sales make up for the time taken to make your updates and make time (or indeed pay) for marketing is another thing. A call only you can make really.

If anything, you have a sale from me today! I've worked on over 20 racing titles over the years and designed many racetracks so this really ticks all my boxes. Look forward to playing it.

Follow us on the Tin Man Games blog and check out our latest Gamebook Adventures and Fighting Fantasy sites for links to our GA and FF apps!

08-02-2010, 05:39 AM
#3
My gut feeling would the same as TheTinMan.

But it really boils down to how much work you are willing to put into the game and the marketing. If you believe in your game enough try doing a smaller update, see how many users update it (that gives you a indication of the users you have right now, if no one updates it, there is no one currently out there who talk about your game) and use the 50 new promocodes for a little PR push and maybe give freeappaday a try?

Don't be afraid to try out different strategies, it will help you alot when you move on to future projects.

I lost my Sig somewhere
08-02-2010, 05:43 AM
#4
Joined: Jun 2010
Posts: 548
I really think you should move onto another game. Unless it didn't make enough money as it took to make it. But I'm sure you had a big amount of sales when featured in News & Noteworthy section...

Anyway, I say create a new game.

I like my milk with some cereal.
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08-02-2010, 09:11 AM
#5
Joined: Mar 2010
Location: Estero, FL
Posts: 221
Quote:
Originally Posted by eJayStudios View Post
Hi,

my first game 'Vector Rally' gone into oblivion after few months and now selling 0-2 copies a day.

I had big updates planed like adding tournament mode, track editor, but because of poor sales I haven't done anything.

Do you think it's worth putting extra effort and add these features perhaps together with lite version? Can this potentially revive my game?

Or better forget it and move on?
Hey there don't give up on it yet. Making other games is good but you have a perfectly good game sitting there. I say release a lite version. I was in the same position as you with my game Police Chase, but then I released a lite version and that really helped. You have nothing to lose releasing a lite version, right? so why not.
08-02-2010, 09:55 AM
#6
Joined: Aug 2009
Location: Sheffield, UK
Posts: 4
Quote:
Originally Posted by eJayStudios View Post
Hi,

my first game 'Vector Rally' gone into oblivion after few months and now selling 0-2 copies a day.

I had big updates planed like adding tournament mode, track editor, but because of poor sales I haven't done anything.

Do you think it's worth putting extra effort and add these features perhaps together with lite version? Can this potentially revive my game?

Or better forget it and move on?
Maybe make a sequel and include all those things in it.
It sounds like a major update
08-02-2010, 12:09 PM
#7
You could always release an iAd supported free version alongside it. Our game Sick of Santa currently also makes about 0-2 a day, but when free 3000+ :O

We are going to be releasing a free iAd version - I'll let you know how it goes.
08-02-2010, 12:09 PM
#8
Definitely release a free or lite version before you abandon the game, at the least. Take it one step at a time... start with the least amount of work with the biggest potential payoff, and that is typically making a lite version which is generally the only thing that will have a direct impact in your sales.

There's another game which just recently had massive success with a free version: "Hungry Shark." Definitely keep your eye out on the AppAnnie charts to see which games are making huge leaps and bounds and try to find out how and why. For that particular game, they just released a new update (a bunch more levels or something), and released a free version with just the original levels. In 3 days the new version of Hungry Shark is now ranked in the top 10 after holding steady at only the ~800-1000 rank overall
08-02-2010, 12:10 PM
#9
Joined: Feb 2009
Location: London, UK
Posts: 37
Even though it's an update do consider if the new content will be good enough to create positive word of mouth from your existing users. Word of mouth can have a great impact on sales - even a short spike can move you back up into the charts gaining exposure to those who've not heard of it. Some websites (including TA) re-feature apps with good updates too so that's free re-exposure.

If you do the updates would they be free or delivered as an IAP? If you're looking to do a track editor and offer a way of users' sharing their creations with others I guess you'd be looking at a lot more server side development so the feature could be worth charging extra for.

Always nice to bundle something for free to an update to increase it's life - the tournament mode might do that. Not that you have to add it for free, it could be used to make the IAP better value, but it all depends on how big the user base is and how you present it to them.

The lite version will help regardless so long as you get the balance right so they're enticed to buy the full version.

I'd say at least do the lite version. Then if you've had enough of it move on and expand your portfolio...
08-02-2010, 06:00 PM
#10
Joined: Oct 2009
Posts: 249
thanks everyone so much for your suggestions!

I'm seriously started thinking about releasing all those updates as a separate game, because the way I want to do it now will be very different from existing version ( will also target iPad this time).

I guess as some of you suggested I can still update current game a little, also release lite version. This way I can later cross promoted my two games.

Start your engines gentlemen, Vector Rally is out!

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Twitter: http://twitter.com/VectorRally