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What MORE Marketing can i do for my app?

03-17-2011, 11:03 PM
#1
Joined: Dec 2010
Location: Outer Space
Posts: 411
What MORE Marketing can i do for my app?

I have posted on blogs, forums like TouchArcade, websites, YouTube, local sites, etc but what more can be done to push up NewtonApples?

App Store Link: http://itunes.apple.com/sg/app/newtonapples/id417698312?mt=8

I have read everything there is written out there for marketing and followed it. The game has gotten many 5* ratings but the downloads and numbers are just not there.

Any thoughts on this?
03-17-2011, 11:32 PM
#2
Joined: Feb 2011
Posts: 454
Honestly I cant tell whats going on in the screenshots. The art style is different and unique so thats a plus but gamers got to look at the screenshots and tell whats going on in the game.

03-18-2011, 12:49 AM
#3
Joined: Mar 2011
Location: Mountain Vista, CA
Posts: 46
yemi is right, think of your app as a novel that has to grab the reader from the first sentence. or a song that needs a catchy tune before the long buildup. once you're known, you can tease, but for now - you gotta lay it out FAST.

How thick is the line between playing games and playing life?
I learned everything I need to know about surviving 2012 from Fallout 1 and 2

http://superfunapps.wordpress.com/ !!
03-18-2011, 02:04 AM
#4
Joined: Dec 2010
Location: Outer Space
Posts: 411
Gotcha.. so how or what should i change/add in your opinion to make them understand or see what the game is about?
03-18-2011, 08:02 AM
#5
Joined: May 2010
Location: Lincoln, UK
Posts: 344
Your first screenshot should show gameplay, not a title screen.

Overall it is not even obvious what kind of game it is. Is it a puzzle game? tower defence? educational? Make it clear.
03-18-2011, 08:33 AM
#6
Joined: Apr 2009
Location: Pennsylvania
Posts: 1,005
I'd consider to raising the price slightly while simultaneously introducing a lite version. You can see how that goes, and you'll have the option of going on sale for another burst of visibility later.

The game looks interesting and has a unique art style, but as other folk have said, it isn't at all obvious from the screenshots what the gameplay is like or whether it might be fun. People will take a chance on something like this if it's free, but there are so many other established, excellent 99 cent apps that you'll have an uphill battle unless the screenshots scream, "this is fun."

Quote:
Originally Posted by layzerboy View Post
I have posted on blogs, forums like TouchArcade, websites, YouTube, local sites, etc but what more can be done to push up NewtonApples?

App Store Link: http://itunes.apple.com/sg/app/newtonapples/id417698312?mt=8

I have read everything there is written out there for marketing and followed it. The game has gotten many 5* ratings but the downloads and numbers are just not there.

Any thoughts on this?
03-20-2011, 09:47 PM
#7
Joined: Mar 2011
Posts: 8
Noticed that the size of your game is 25.7 MB. This can be very ristrictive, as Apple has a 20 MB limit on game downloads over 3G - this means that people have to be on wifi to download your game
03-21-2011, 08:29 AM
#8
Joined: Dec 2010
Location: Outer Space
Posts: 411
all valid comments - i thank you all from the bottom of my heart
03-21-2011, 05:05 PM
#9
Joined: Jun 2009
Location: Hollywood, CA
Posts: 1,869
whoa! it looks tough

I don't like the drabness and darkness of the screenshots - the icon is alright but it's definitely out of the league of a lot of the higher-production value games (it looks a little slapped together). The name doesn't tell me anything or curious about the game - makes me think of science and gravity, while physics games are definitely in right now this doesn't look like it plays at all like what I'd expect.

Honestly having 8 reviews for a game, these days, makes me think "the dev was only able to get a few of his buddies to review it" which translates to "no one has really bought this, so why would I look at it?"

I am not saying it is a bad title, I am just judging a book by it's cover since that is all the appstore really is nowadays.

There's a ton of things you can do to promote. Address your screenshots and icon, even your name - these are the first things anyone will see. Simply compare all this stuff against what's hot in the appstore at the moment. What are all those games doing that you aren't, relative to those factors?

Get your game out there, do some promoting. Find ways to get people to talk about your brand, your game. Maintain a thread and give out codes or other things to get people to realize you exist. Once you start getting a little enthusiasm about your game and yourSELF, people will start to investigate what you are actually selling. And if it is a little different and funky, like your game seems to be, that might be the spark you need to get some attention.

Going free is always good. It will get you some added downloads and ratings for sure. Again, make sure you promote such an event (press release, threads, promotion, submit the news around, twitter, facebook, etc). There's tons of people you could partner with to help get promotion for a temporarily free app (dailyAppDream, FreeAppCalender). There's expensive ones as well, be aware.

I see you've got a lite so I will definitely check that out, now that you've piqued my curiosity Mind that if you never made this thread, I would never have realized this app exists!

Anyway, this is the same Q&A session that a lot of people have gone through by now, in this exact same section of the forum. The takeaway these days is that it's no longer simply enough to develop and release a good game, of equal importance (hell, more so) is how one goes about promoting it. Expect to make mistakes, expect to spend some money.. but if you are really wanting to find success in here, those things will bring you closer.
03-21-2011, 10:04 PM
#10
Joined: Dec 2010
Location: Outer Space
Posts: 411
i hear you.. its not about making good games but now its about making great games and getting noticed.

as the pool of apps gets bigger, you have to do all you can to stay afloat...