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

So... how's our marketing?

05-12-2011, 05:12 PM
#1
Joined: Feb 2011
Location: San Francisco
Posts: 77
So... how's our marketing?

So we just announced our first game to the world via a thread in TA's "Upcoming iPhone & iPod touch Games" forum:

http://forums.toucharcade.com/showthread.php?t=93742

... I was hoping to get some feedback from other developers about the marketing stuff. We're developers so we're new to all this.

* Do you think our teaser video is effective?
* What about the app description text?
* Is the website design OK?
* Would you do anything else differently?

(If you want to critique the game concept itself, please use its thread; this is just to talk about what works and what doesn't when marketing a game.)

Feedback greatly appreciated!

Fuzzy Professor Head LLC -- Makers of Puppysaurus! On Twitter / Facebook
05-13-2011, 07:37 AM
#2
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
What marketing? I hope for yourself that a tube video and a thread on ta is not what you call marketing but the bare minimum!?

* Do you think our teaser video is effective? NO
* What about the app description text? No one reads that anyway
* Is the website design OK? NO
* Would you do anything else differently? YES

Go read on headcasegames and 180 and the crapload of things he did ( and not succeded, sorry pal) and compare that to your "efforts".

05-13-2011, 07:45 AM
#3
Joined: Feb 2011
Location: San Francisco
Posts: 77
Oh, hi Mr. Ugly.

Quote:
Originally Posted by mr.Ugly View Post
What marketing? I hope for yourself that a tube video and a thread on ta is not what you call marketing but the bare minimum!?
Yup, given that I have no product to sell yet, this was dipping a toe in the water.

Quote:
Go read on headcasegames and 180 and the crapload of things he did ( and not succeded, sorry pal)
Will do! Thanks.

Fuzzy Professor Head LLC -- Makers of Puppysaurus! On Twitter / Facebook
05-13-2011, 12:33 PM
#4
Well, I think your game concept looks hilarious and quirky, and your teaser video is great and shows the overall off beat humor and personality your game will have, so those are two pluses in your favor.

However, you still have a long way to go for getting the word out, so don't stop yet!

Literally nobody reads the descriptive text, especially not the kind of audience you are aiming your game at, so you are much better off doing brightly colored and descriptive screenshots with short snappy captions.

Website looks decent. If I were you I'd turn it into a blog format where you tease out new details as you get them, and email it to your list at the same time. That would get your followers to stay interested.

You should launch some kind of campaign to get more fans and offer to let them have their own character in the game or something if they donate or do something. Get your fans involved, get them to spread the word for you, and make them feel like they are a part of the development, and that is the best marketing you can do!
05-13-2011, 01:28 PM
#5
People might not read the text but search robots do.

It looks like kids could have a lot of fun with your game. Have you play tested with any children yet?

And next question - have you thought about how to market the game at kids/parents?

Play Yam Yam!
Download some great music for your game projects.
Official Site | Facebook | Twitter

Last edited by Shaz; 05-13-2011 at 02:34 PM.
05-13-2011, 02:40 PM
#6
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
children? if anyone targets children he will have a tough time.. judging from the comments in his thread its obvious that alot of people where looking more into something pokemon like.. so something for teens+ rather than a more "childish" approach..

i also find comments like bravado to the website more than glooming.. the page is more than basic and the design anything to brag about..

but as long as there are enough yay sayer everything will be good.. till people crash into the wall the appstore is and wonder why it did not work out..

kind and illusionary word does not help anyone.. the projects core might be a solid pokemon like experience but without even the close polish of its originator chances are more than slim..

there is a reason why cresent moon handpick promising project and give them a complete rework to up the ante.. either people realize that "handpainted gfx done in ms-paint" does not attract anyone and don't give you an illusionary bonus.

every once in a while i think most indies could need a bucket of water to clear their head and face reality at least to some extend.

but at the end (tm) everyone wants to listen to nice stuff about his work.. if its realistic or not.. who cares if you are in a competive market or not.. lets all dance around nicely together and everything will be alright..

pffzz.. just a little ramble.. go one padding each others back..

good luck.
05-13-2011, 03:18 PM
#7
Mr.Ugly - the smiley at the end of your post seems quite out of place.

It sounds like you have permanent emotional damage from having been bruised by the app store. Anyone with half a brain knows that a few kind words won't tell you whether or not your app will do well commercially.

I used to work with kids. I can imagine them being attracted to the visuals of this game and generally liking it. Hopefully fuzzyprofessorhead won't need to speculate and will already have some observations/feedback from children.

Play Yam Yam!
Download some great music for your game projects.
Official Site | Facebook | Twitter
05-13-2011, 04:10 PM
#8
Joined: Jun 2010
Location: India
Posts: 964
Quote:
Originally Posted by BravadoWaffle View Post

Literally nobody reads the descriptive text

Whoa! Am I the only one who reads the descriptive text?

---------------------------
Mom Says Get Married!!
05-13-2011, 04:13 PM
#9
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
Quote:
Originally Posted by Shaz View Post
Mr.Ugly - the smiley at the end of your post seems quite out of place.

It sounds like you have permanent emotional damage from having been bruised by the app store. Anyone with half a brain knows that a few kind words won't tell you whether or not your app will do well commercially.

I used to work with kids. I can imagine them being attracted to the visuals of this game and generally liking it. Hopefully fuzzyprofessorhead won't need to speculate and will already have some observations/feedback from children.
Lol, doctor your words shine a light into my darkness.. Lol.. Permanent emotional damage hehe.. I actualy laughed out loud and i got an odd look from my gf.. I told her not to worry the doctor is near..

So you used to work with kids who own an ipad or ipod and who constantly browse the appstore for their next game, great. You might check on chart positions of favourite kids games, especialy thoose wo cant deploy big iap income via uncaring parents..

Its awesome that one has todo absolutly nothing with the other.. I hope you dont mix an casual approach to one for children.

And of course kind word do not reflect anything.. but most people rather say yay just to be nice which never helped anyone to improve anything.. But apparenty thats what you are looking for, a pad on the back for time spend one something.. But thats not the way it works. Maybe im the only one who does not care for positive feedback because that does not help you to evolve.. The bad things are holding you back not the good ones..

Last edited by mr.Ugly; 05-13-2011 at 04:20 PM.
05-13-2011, 04:28 PM
#10
Joined: Apr 2011
Location: USA
Posts: 1,502
Well, Mr. Ugly's points are all valid, albeit it was said in a harsher way. While he is often attacked for this, his presence is a welcome when the truth in its definitive form is needed. Taking just the advice and ignoring the rest from his comments actually makes him one of the most helpful on the forums.

Currently Playing: Pocket RPG, Tentacle Wars, Oh My Heroes, Minigore 2, Mini Motor Racing, Eufloria, Swordigo