Why doesnt my app sell many copies?

CabacoCabaco Member Posts: 414
edited November -1 in Working with GS (Mac)
So I have released three apps and in 9 days I have sold 59 copies... How do you guys get good sales?

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    Make a good game!

    Market it by sending promo codes and a press release to various blogs/websites!

    Stand out a little from the crowd!

    Cross your fingers!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • DrGlickertDrGlickert Member Posts: 1,135
    Great Sous-Chef minds think alike!
  • quantumsheepquantumsheep Member Posts: 8,188
    DrGlickert said:
    Great Sous-Chef minds think alike!

    And so do mine and tshirt's! :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • AquariusAquarius Member Posts: 282
    i notice quick short pointless games sell more tha deep hardcore games... well not ALL the time but most...
  • quantumsheepquantumsheep Member Posts: 8,188
    Aquarius said:
    i notice quick short pointless games sell more tha deep hardcore games... well not ALL the time but most...

    That's true, because the iphone is a mobile device.

    You have to consider how the software is being used. Because *most* people will use games to fill in a quick five minute gap while waiting for something, for example. They're not interested in pointless hardcore games.

    Still, if you can make a game that people play in short *and* prolonged bursts of time, you'll have a winner!

    Cheers,

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • AquariusAquarius Member Posts: 282
    quantumsheep said:
    That's true, because the iphone is a mobile device.

    You have to consider how the software is being used. Because *most* people will use games to fill in a quick five minute gap while waiting for something, for example. They're not interested in pointless hardcore games.

    Still, if you can make a game that people play in short *and* prolonged bursts of time, you'll have a winner!

    Cheers,

    QS :D

    exactly.. i for one like deep games and good story lines. like some of the fps available on the iphone. its a rare breed but theres alot of ppl replacing home console with ipads and iphones. especially with games with online multiplayer. god knows the itouch already replaces ds and psp in sales :)

    in time simba....in time.....
  • JamieOneilJamieOneil Member Posts: 877
    im wondering where you could promote, i only know a few sites :L
  • AquariusAquarius Member Posts: 282
    some sites ask for money :/

    ya gotta spend money to make money i guess
  • quantumsheepquantumsheep Member Posts: 8,188
    Aquarius said:
    exactly.. i for one like deep games and good story lines. like some of the fps available on the iphone. its a rare breed but theres alot of ppl replacing home console with ipads and iphones. especially with games with online multiplayer. god knows the itouch already replaces ds and psp in sales :)

    in time simba....in time.....

    I know what you mean. The reality, though, is that the casual games market is far bigger than the hardcore.

    *I'm* hardcore. You don't get much more hardcore than games made by Jeff Minter, for example, and I love those kinds of games, as well as old retro titles and even the odd strategy game/rpg here and there. I've been gaming for 33 of my 40 years on this planet!

    But I'm open to casual games as well. I don't see them as 'pointless'. They can be fun and entertaining, and that's the whole point, surely?

    It's true, most of my gaming now is done on my phone, because it's convenient for me, and relevant to the market I'm actively involved in. I have every console (and then some!) though, and I'm getting a 3DS at the end of the month.

    I think the trick is to make games that you want to make that will hopefully entertain other people enough to part with their money. I don't envy people who make short casual games, or those that make longer 'deeper' games. There's certainly room for both!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • OkyshoOkysho Member Posts: 158
    Is there any way to promote your games for a more hardcore market? The iOS market is almost completely casual, (not only that, I'm developing for the 720 screen) With the limitations from GS would we even be able to TRY and appeal to such a market? (by limitations I mean 2d and sidescrolling)

    Have either of you guys even made a game that was considered hardcore? I'm asking, because I haven't finished anything, and I don't want to get crushed with disappointment if my game flops in it's entirety.
  • quantumsheepquantumsheep Member Posts: 8,188
    Gravonaut is pretty hardcore in my opinion. Fiendishly difficult, but fun too!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • AquariusAquarius Member Posts: 282
    quantumsheep said:
    I know what you mean. The reality, though, is that the casual games market is far bigger than the hardcore.

    *I'm* hardcore. You don't get much more hardcore than games made by Jeff Minter, for example, and I love those kinds of games, as well as old retro titles and even the odd strategy game/rpg here and there. I've been gaming for 33 of my 40 years on this planet!

    But I'm open to casual games as well. I don't see them as 'pointless'. They can be fun and entertaining, and that's the whole point, surely?

    It's true, most of my gaming now is done on my phone, because it's convenient for me, and relevant to the market I'm actively involved in. I have every console (and then some!) though, and I'm getting a 3DS at the end of the month.

    I think the trick is to make games that you want to make that will hopefully entertain other people enough to part with their money. I don't envy people who make short casual games, or those that make longer 'deeper' games. There's certainly room for both!

    QS :D

    another neat trick is to get your game and name out there.. THEN work on deep storylined games maybe?
    make a fun ass casual game with cool music (like my zombie date, gravitron, etc) and good graphics (like running wild, that steam game i forgot the name) and make it fun. then when u have created ur "buzz" and attract ur fans, then start throwing more hardcore games at them... i think with passion comes all of that. just my guess.. haven't u notice alot of times when ppl are very passionate about what they do, good things just keep happening? and outsiders be like "MAN THATS GREAT! ITS AWESOME!" and the creator is just like "heh,....thanks..."

    lol
  • quantumsheepquantumsheep Member Posts: 8,188
    Aquarius said:
    another neat trick is to get your game and name out there.. THEN work on deep storylined games maybe?
    make a fun ass casual game with cool music (like my zombie date, gravitron, etc) and good graphics (like running wild, that steam game i forgot the name) and make it fun. then when u have created ur "buzz" and attract ur fans, then start throwing more hardcore games at them... i think with passion comes all of that. just my guess.. haven't u notice alot of times when ppl are very passionate about what they do, good things just keep happening? and outsiders be like "MAN THATS GREAT! ITS AWESOME!" and the creator is just like "heh,....thanks..."

    lol

    Oh, you can certainly try that for sure.

    But I don't see anything 'wrong' with less 'deep' games. Whereas you seem to, maybe?

    People are different. What you think is crap is awesome to someone else, and vice versa!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

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