Sugar Fever, my first game for Android and iOS made with unity3d :)

Hi guys,

Today I’m glad to share my first unity3d game: Sugar Fever.

Please give it a try:
Android: https://goo.gl/2kRFde
iOS: https://goo.gl/i0FmKz

If you like it please rate it in the store!.

During this challenging adventure I had to learn and improve skills like unity3d, C++, Android, IOS, Xcode, game debugging, responsive game design, AdMob, audio and video editing, design, I18n (English, Spanish, Polish, Portuguese), cryptography, anti hacking, gamification, and more.

A lot of work, totally worth it!!

Thanks everyone who helped, and @Unity3D

Updates here:
@javiercobosmesa

1 Like

Looks good, well done on getting it released. If you don’t mind my asking, how did you make the video which is on the Play Store?

I recorded with QuickTimePlayer from a cable connected iphone. Then edited with iMovie & Adobe Premier.

I’m finding very hard, to promote and advertise the game. It’s bloody expensive in admob. For a indie dev at least.

Try Facebook you would be surprised how cheap it is.

But facebook is about promoting a post right? or can i advertise an app directly?

Promoting a post. So you create a page for your gaming company/or game and then do a nice description of the game with a few pics and a download link. Then boost the post on facebook. You will get hits trust me. Its cheap people will see it. I had a friend do it for his mobile game and so will I. Not sure what your budget it but advertising is everything.

Snapchat and IG do this as well.

I tried some campaigns in fb, they have an specific one for apps so the call to action is “install” but, its still bloody expensive. I tried a 5 cents cpc and got nothing. If I create a fb page, it will be harder to drive them to the app store. The specific one looks great as it drives directly to the store and allows you to integrate a snippet in your app to detect and monitor real installs (if you want). Still a bit expensive, maybe christmas time is not the best.

Holiday times really arnt. The best time to really try to launch and advertise would be during the end of Halloween or the week before. All the big games are on sale and us Indie developers are getting the bottom self on buys. My friend tends to release his apps during the summer time after most kids are out of school. Granted his games have always been geared toward the young generation of 13+ to about 25. So take in consideration most are in school at this time. While summer rolls around plenty of free time. Advertising isn’t cheap but if done at the right time could profit well. However this is just from my friends personal experience. He is doing well off in the playstore/apple store and I hope to follow suite. Granted he has a team of about 12 people so beats the shit out of my one man developed game. Hhahah.