I keep reading so many success stories that it’s obvious I have no clue what I’m doing when it comes to marketing. Sure my game is far from being the best game out there (I even admit that it’s not that great) but I still think it would have sold more than just 5 or so copies. It’s not that bad. What am I doing wrong? Or better question, what are some of you doing right when it comes to marketing? For what it’s worth, heres a link to my game and note that I have 3 apps on the AppStore. I could count on 2 hands how many units I’ve sold total for all 3.
I think your web site needs some work. I like to see some videos of the games in action before I throw down even a measly dollar. Do you have any?
There are far more failure stories. They don’t make for good headlines though.
In a market with 140,000 apps, putting something out there which is “not that great” isn’t really a good way of getting noticed I’m afraid. Unless you take every opportunity to grab people, they’ll just move on to the next game. For example, the screenshots you have are all sideways.
–Eric
I wouldn’t worry about marketing so much as getting good looking art in there. Your screenshots aren’t very exciting.
I’d suggest getting the game looking really good, and then approaching publishers. They’ll handle the marketing for you, and they will also ignore you until you present them with something they feel is marketable. If they can’t market it, you probably can’t either.
I don’t mean to be harsh, and apologize if I’ve offended.
-You definately need to spice up your guis.
-You definately need to spice up your art. I do like your icon quite a bit, but maybe a different colored background on that so it pops more?
-You definately need to make some videos.
-Polish, Polish, Polish. You don’t get a second chance to make a first impression.
- I haven’t played your game so I can’t comment on gameplay.
Eric5h5 hit it on the head. For every success story (even VERY mildly successful ones) there are THOUSANDS of devs who won’t make their money back, who will sell some apps all over the world but never even reach the $250 per region minimum sales to ever get paid ANYTHING by Apple even for your small amount of sales. The game development market is brutal. It always has been. The iPhone dev market is even worse.
Post some videos of gameplay, etc. on TouchArcade forums et al, and submit your game to every Review site you can verify has much of a subscriber base and traffic. Most won’t review at all but you don’t have a chance at all if you don’t put it out there. If you have the money purchase some ad space on your favorite review site.
Many have done all of that, and still failed. In a sea of competing apps your game will get buried quickly. Really word of mouth is your only hope in my opinion.
At the end of the day, as I have said before in other such posts, a successful title is almost as likely as getting struck by lightning while you are getting attacked by a shark. I like the publisher idea mentioned above (i.e. Chillingo) and think I will attempt to go that route for my next app.
$150 per region minimum, actually.
It’s nowhere near that bad. Considering that vast numbers of utterly inconsequential apps, the odds are fairly reasonable if you have something substantial to show. They’re still stacked against you to be sure, but you’re a million times less likely to win the lottery (or be struck by lighting while getting attached by a shark…).
–Eric
You (and many others) need honest opinions.
So, in my opinion, without becoming a viral hit a game that looks boring or has sub-par graphics is very unlikely to sell. To me your game fits this category, I think the only thing that would generate sales would be great reviews on touch arcade etc.
A game with great graphics would sell more - even if it’s got poor game-play.
Remember, you are up against Metal Gear Solid and Assassins Creed.
Be truthful and honest to yourself when you ask yourself if you yourself would have paid for it if you hadn’t built it. Is your game as good as Flight Control - because you’ve priced it the same.
Yes there’s a lot of talk about there being a lot of developers who make zero money - imho the reason is usually that their apps are worthless. I’ve yet to see a great game or app that has made next to no money, can someone please provide an example of one?
Most of the crap-ware is from developers who can’t do decent graphics and can’t/won’t pay someone else who can do good graphics to help them. To date I also fit in this same category. The one game I have in the app store was done entirely by me pretty quickly (and probably looks boring from it’s screenshots too) whilst first learning unity - but I recognised that it wasn’t good enough to sell.
Personally I don’t think there’s that many good games that would interest me on the iPhone - certainly not compared to the thousands of poor ones that look boring to me from their screenshots.
I therefore think there is a vast opportunity - but only if the quality is there.
Any games or apps we release to sell have to be the best we can make them and actually be good.
Some immediate and obvious advice.
- Your screenshots are all sideways. Why?
- Your description contains amature spelling mistakes “A game that been called” should be “A game that has been called” or “A game that’s been called”. You then go on to say it’s a simply concept taken to a different level. Er reall, then why does it take me almost to the end of the description to even know what the game does. Start off by explaining the game in one or two sentences.
- Get your website seen to. This is your public face and needs to be professional looking. Screenshots, videos, user comments etc. etc.
Sorry, just couldn’t help myself…
[sp] amateur
It was a little joke that I didn’t actually think anyone would get. The other mistakes in there were due to fast typing and a crappy keyboard.
Find someone who can help you with graphics.
My games aren’t doing too well either, maily because the screenshots don’t look that convincing, which seems to be your problem as well. But for my next project I’m collaborating with a very talented artist. It’s going to be sweet, and I’m convinced it will do well based on the art alone.
But it’s hard finding people that are motivated. Some of my colleages at work are very talented designers and illustrators, and they always say they want to make a game together, but they never find the time. I don’t blame them, off course.
Now I just mailed someone based on his online portfolio, and he immediately agreed because he liked my idea, and he seems to be working very quickly.
So it’s not easy, but if you have a good idea, it is possible to find someone who wants to work with you.
A game with great graphics would sell more - even if it’s got poor game-play.
Remember, you are up against Metal Gear Solid and Assassins Creed.
Actually, those games are done by big-time publishers with massive resources behind them, and they are priced at a premium.
Yes there’s a lot of talk about there being a lot of developers who make zero money - imho the reason is usually that their apps are worthless. I’ve yet to see a great game or app that has made next to no money, can someone please provide an example of one?
Well, there is our game, “iHurt” http://itunes.apple.com/us/app/ihurt/id335584473?mt=8 It is a fun casual game and everyone who has played it likes it. The problem is getting the word out. Review sites are very stingy about giving out reviews and a lot of them require a “fee” to “expedite” the review. Unless people know about your game, you could have the best thing in the world and sell nothing.
I do agree that you have to have a quality, polished game to have any chance. Either that or hit some niche that no one else has. But in either case, be prepared to spend some money on marketing to even have a chance to get noticed.
Wow, these are really great responses and definitely eye-opening. I take no offense to anything said here since it’s all very constructive criticism. I guess I was taking the “Field of Dreams” style of game development which is if I build it (regardless of what “it” is) they will come. While that might have been true the first few weeks of the iPhone existence, that no longer holds true.
I’m working on my 4th app now (2nd game) and am teaming up with a friend of mine who is an artist (used to work for Nintendo even). I will take everything I’ve learned here and do it right this next time. Thank you all.
Down but not out,
Codepunk
Actually, those games are done by big-time publishers with massive resources behind them, and they are priced at a premium.
But as a consumer, I have to decided after trying the free trials which I would rather spend my money on. I seems that most consumers would rather spend a little more on a quality app/game. Though to be honest, the brand of these games would mean that they would sell shed loads even if they had poor gameplay. They are our competition though and there are plenty of games that make decent money for indies if they are good/interesting enough. One of the first games I bought for my iphone was Zombieville - as soon as I saw the graphics I just had to buy it (without even a free trial as the cost was so cheap to me anyway). A year before I’d been paying more for much poorer java games on another mobile platform.
Well, there is our game, “iHurt” http://itunes.apple.com/us/app/ihurt/id335584473?mt=8 It is a fun casual game and everyone who has played it likes it. The problem is getting the word out. Review sites are very stingy about giving out reviews and a lot of them require a “fee” to “expedite” the review. Unless people know about your game, you could have the best thing in the world and sell nothing.
Looks like half decent graphics I admit, personally I don’t like ragdoll type games as I find them a bit sick/tasteless. If the characters were replaced by cars though it would be like one of the Burnout game-modes and I’d have bought it.