App Launch Idea
tenrdrmer
Member, Sous Chef, Senior Sous-Chef Posts: 9,934
I have been thinking of a different way to launch apps to gain better exposure. Obviously the most important thing is to have a good app with good screenshots and icons. But as we have seen with mini cannon that wont sell it on its own. So What if the app released for free. and post in the description the first 500 downloads are free availble for up to 7 days. then it goes to 1.99 500 downloads in a week would boost you right up the ranks in itunes correct. and once your there if you are lucky enough to get some reviews you may very well stay there for another few weeks with people buying the game.
Let me know if this just sounds like non- sense. Or does your free downloads not count toward the ranking when you go to a paid app. surely not right?
Or has anyone ever tried this and seen it fail miserably? I've still got a while till my next game is ready so i'll be pondering this idea more.
Let me know if this just sounds like non- sense. Or does your free downloads not count toward the ranking when you go to a paid app. surely not right?
Or has anyone ever tried this and seen it fail miserably? I've still got a while till my next game is ready so i'll be pondering this idea more.
Comments
1) you wont be able to do such a low number as 500. With Itunes connect only updating once a day you would not know when to take it off free. and my app had over 30,000 downloads within 3 days of being free. Best bet is to just go for a set number of days.
2) free downloads do count towards ranking in the "free" games. once switched to paid you drop down and start fresh for "paid" ranks.
3) I thought also that 30,000 downloads must translate into at least 20-50 paid downloads. I was wrong. Numbers were around 7 once I changed to to paid.
I am about to do another test here soon with a new app. I am making a puzzle game, but with very few levels only 30. I will make that game free from the get go and I will see how it does in terms of downloads and feedback. If I see that the game does really well and people seem to like it, I will then make a "sequel" to the game with more level like 80 or so and make it paid.
P.S.
one thing I will note about making a game free. My game was not featured at all, but once I made it free (3 days after release). I noticed on appannie that I was featured under N&N in 26 different places. I assume it was due to the downloads that got me there. When I changed to paid I was still in N&N in all those places and stayed for a few days, but obviously it didnt help with sales.
Does it make sense to release a free "light" version with limited content and then 3 - 4 weeks later, the full version for $4.95?
Is that ok to have a gap between the releases or is it best to release the free and non free apps the same day?
:-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
You nailed it dead on! People have a short memory and "Impulse" buying is the name of the game ...
Marketing is an art in itself and without the right strategy (plus a lot of luck), success is unlikely in 2011
Don't you wish we knew what we know now about three years ago? Lol
(or just say "coming soon" on the page)
and when released you put a redirect on that page to the iTunes address for your app.
MH