I published my game. Sales suck. Now what?

I’m trying to reach out for people that have games already out.

My game Doodle Boing went public past Saturday on the App Store at $0.99.

First day, I got 8 downloads, around 5 of them from friends.

Second day, zero.

I don’t think this is gonna get any better.

So, my question is, what’s next? Have you guys had also terrible numbers like that? Is it that the games market is really tough, or that my game actually does suck?

I’d appreciate any feedback and any suggestion on possible marketing strategies/product improvement.

Thanks

App Store link: https://itunes.apple.com/us/app/doodle-boing/id598341160?ls=1&mt=8

First impression:  This isn’t a game I would buy simply because the screenshots don’t tell me enough about how the game is played.  Personally I pay close attention to actual gameplay screenshots rather than any others.  Secondly, even after reading the description (which I rarely do), I still don’t know how the game is played.  

Agree with JonPM. In addition… 

“Insanely addictive” -Nelson Mandela
“I can’t put it down!” -Ghandi

Just those two made up quotes attributed to two hugely respected leaders probably will be enough to put off many like myself and cause them to steer clear of the game. Perhaps yours is well intended humor but it falls flat for me. Just my opinion of course. No offense intended. 

Best of luck with your game. 

Jon is making a lot of sense. Also I tried Googling your game and found a couple of references but there is no video to be found. I just have no idea of what kind of game this is except I know some jumping is involved. 

That’s great feedback. 

I’ll address those notes on my next update.

I’m finding trouble creating great gameplay screenshots because the visuals during gameplay actually don’t change much, is more about the action and speed. Do you guys remember any game that has kind of always the same screen but somehow they managed to pull out enticing screenshots? I could use some ideas.

Any more comments and impressions?

Thank you guys!

Are you planning to spend any money on marketing?  The unfortunate truth is that there are so many games in the App Store, and so many new ones getting released every day, that simply releasing a game is no guarantee of getting any downloads.

Also, these days, the vast majority of games are free, and it’s very difficult to get downloads even at a $0.99 price point.

  • Andrew

It is true how the common trend now is freemium games. I’d love to hear stories from you guys who published paid games, just to compare my numbers to yours.

My next step is to publish a free ad-based version to see how it goes.

I’m also planning on spending some money on marketing, any ideas? I’ve tried FB ads before with another app, with no much success.

For me, the formula of success is Free with Ads… Hardly a paid game make some money.

Android looks to be the easier platform to achieve success.

Check out my latest success:

https://play.google.com/store/apps/details?id=net.scrapee.uphills - Over 100.000 downloads in one month.

What kind of marketing did you do scrapee?

Update: Zero downloads everyday after the first launch day. Working on the free version.

First impression:  This isn’t a game I would buy simply because the screenshots don’t tell me enough about how the game is played.  Personally I pay close attention to actual gameplay screenshots rather than any others.  Secondly, even after reading the description (which I rarely do), I still don’t know how the game is played.  

Agree with JonPM. In addition… 

“Insanely addictive” -Nelson Mandela
“I can’t put it down!” -Ghandi

Just those two made up quotes attributed to two hugely respected leaders probably will be enough to put off many like myself and cause them to steer clear of the game. Perhaps yours is well intended humor but it falls flat for me. Just my opinion of course. No offense intended. 

Best of luck with your game. 

Jon is making a lot of sense. Also I tried Googling your game and found a couple of references but there is no video to be found. I just have no idea of what kind of game this is except I know some jumping is involved. 

That’s great feedback. 

I’ll address those notes on my next update.

I’m finding trouble creating great gameplay screenshots because the visuals during gameplay actually don’t change much, is more about the action and speed. Do you guys remember any game that has kind of always the same screen but somehow they managed to pull out enticing screenshots? I could use some ideas.

Any more comments and impressions?

Thank you guys!

Are you planning to spend any money on marketing?  The unfortunate truth is that there are so many games in the App Store, and so many new ones getting released every day, that simply releasing a game is no guarantee of getting any downloads.

Also, these days, the vast majority of games are free, and it’s very difficult to get downloads even at a $0.99 price point.

  • Andrew

It is true how the common trend now is freemium games. I’d love to hear stories from you guys who published paid games, just to compare my numbers to yours.

My next step is to publish a free ad-based version to see how it goes.

I’m also planning on spending some money on marketing, any ideas? I’ve tried FB ads before with another app, with no much success.

For me, the formula of success is Free with Ads… Hardly a paid game make some money.

Android looks to be the easier platform to achieve success.

Check out my latest success:

https://play.google.com/store/apps/details?id=net.scrapee.uphills - Over 100.000 downloads in one month.

What kind of marketing did you do scrapee?

Update: Zero downloads everyday after the first launch day. Working on the free version.