Fears of Rolling Out My Game

I’m close to finishing my game (a few months left ) then I have to do the testing…   Then comes the hard part - the Marketing and rolling out the game.  I’ve been reading how most games that are released do not do well at all even when they are well written and fun.  If they aren’t marketed properly they flop.   This is my first project so all I have to rely on is what I’m reading.

I’m really nervous about the submission process and where I need to do ads; I have IAP’s in the game (optional use).  Then I was reading about the demo video so I guess I need to learn how to do that as well.  Then there is the press packet.  I also read how you should release a demo of the game to with the press kit.

I think learning to program was a breeze (though difficult) compared to all this “stuff”.

My husband said he read about “Rovio Stars” how they just buy your game or something along those lines.  Doesn’t sound like a good deal for the indie developer but I haven’t checked it out.

I would appreciate any thoughts on this part of the process and how to proceed etc.  It seems overwhelming.

Thanks,

Lori

If I was going to market, if it was just me, I would setup Facebook for Business, setup Twitter, setup a website, setup a Youtube channel with a minute long demo video and a link to the app.I would also setup Google ads or similar to post links to your game. Then I would post to subreddits and forums that might be interested.

Is this for Google or Apple? From what I understand Google has a higher chance of allowing apps then Apple does. The apps I submitted to Google so far took about four hours then were online.

Plus, well done for getting that far! Have a teaser screenshot or description you would like to share?

Originally I was planning apple but I’m thinking I will do both Google and Apple.   I appreciate the information.

I hope your game(s) is doing well!

Thanks

Lori

I think Beltic hit the nail on the head. This should also be started as soon as possible, and not right before release. Just google for indie marketing videos, and you’ll see them say the same stuff over and over. 

The only other thing I would add is to be part of forums and communities related to your game (don’t spam them, be a part of them).

Thanks!

I suppose my advice is: don’t try to have a gigantic marketing package lined up before uploading your game. Just upload it, then add in the rest later. You don’t have to have a video and a Facebook page and a Twitter account and 10 reviews on the day you upload the app. In many ways, I prefer a slow start, because it gives you time to mitigate panic problems, e.g. it turns out that the app crashes on half of your users’ devices… in such a situation you really regret getting too many downloads too early, because your app scores a few hundred “1” ratings, and you’re forever doomed to the bottom of the search results.

Sounds like wise advise.  I never thought of it that way.  THanks for responding.  Lori

I would actually frown upon memo’s advice pretty heavily. Marketing and creating a community after your app is out, is the exact opposite of what is suggested from marketing experts. 

Granted if your app is crashing left and right, then you’ve done something wrong entirely. It’s understandable to have issues and risks - and to help mitigate those for bigger campaigns you can launch your game in other regions before you do US & Canada (the biggest selling region), such as New Zealand or the UK.

Here are a few really nice videos on the subject:

Again, careful taking important business guidance from forums - as I’ve never even released a game independently either! But I’ve done a bit of research… so should you! :slight_smile:

Good point from Rick.Kelly yes. You can usually spot the posts that are almost spam, talking about a new game, which regular users would find irritating at least (I know I would).

Thanks for the info and the LINKS.  I never thought about releasing in a smaller venue first; sounds like a really good idea.  I’ve read a couple of books and a ton of stuff off of the internet.  I’ve found they all say similar things just before they scare the bejeebies out of you.  :o

I really APPRECIATE all the guidance.

Lori

If I was going to market, if it was just me, I would setup Facebook for Business, setup Twitter, setup a website, setup a Youtube channel with a minute long demo video and a link to the app.I would also setup Google ads or similar to post links to your game. Then I would post to subreddits and forums that might be interested.

Is this for Google or Apple? From what I understand Google has a higher chance of allowing apps then Apple does. The apps I submitted to Google so far took about four hours then were online.

Plus, well done for getting that far! Have a teaser screenshot or description you would like to share?

Originally I was planning apple but I’m thinking I will do both Google and Apple.   I appreciate the information.

I hope your game(s) is doing well!

Thanks

Lori

I think Beltic hit the nail on the head. This should also be started as soon as possible, and not right before release. Just google for indie marketing videos, and you’ll see them say the same stuff over and over. 

The only other thing I would add is to be part of forums and communities related to your game (don’t spam them, be a part of them).

Thanks!

I suppose my advice is: don’t try to have a gigantic marketing package lined up before uploading your game. Just upload it, then add in the rest later. You don’t have to have a video and a Facebook page and a Twitter account and 10 reviews on the day you upload the app. In many ways, I prefer a slow start, because it gives you time to mitigate panic problems, e.g. it turns out that the app crashes on half of your users’ devices… in such a situation you really regret getting too many downloads too early, because your app scores a few hundred “1” ratings, and you’re forever doomed to the bottom of the search results.

Sounds like wise advise.  I never thought of it that way.  THanks for responding.  Lori

I would actually frown upon memo’s advice pretty heavily. Marketing and creating a community after your app is out, is the exact opposite of what is suggested from marketing experts. 

Granted if your app is crashing left and right, then you’ve done something wrong entirely. It’s understandable to have issues and risks - and to help mitigate those for bigger campaigns you can launch your game in other regions before you do US & Canada (the biggest selling region), such as New Zealand or the UK.

Here are a few really nice videos on the subject:

Again, careful taking important business guidance from forums - as I’ve never even released a game independently either! But I’ve done a bit of research… so should you! :slight_smile:

Good point from Rick.Kelly yes. You can usually spot the posts that are almost spam, talking about a new game, which regular users would find irritating at least (I know I would).