'TURRET BUSTER (TB) LITE' IS LIVE!; Advice on marketing...

waruixmanwaruixman Member Posts: 8
edited November -1 in Announce Your Game!
Turret Buster (tb) Lite is live in the app store. Here's the link:

http://itunes.apple.com/app/turret-buster-tb-lite/id441192486?mt=8

I decided to make the lite version because my paid version for Turret Buster (tb) has been getting mostly zero sale for about two weeks. I'm pretty sure that other members may have the same question as I am and/or getting the same results, so I was wondering if anybody could tell me what it takes to increase their app sale? I'm thinking of doing a youtube video of the game play of my game, but any advice from people who became successful would be greatly appreciated...

Comments

  • waruixmanwaruixman Member Posts: 8
    BUMP!

    Anyone with advice or pointers on how to successfully market their apps to the users?
  • PortgasPortgas Member Posts: 71
    I would not buy game with such bad art. Hire an artist, spend some money or learn yourself.
  • MammothMammoth Member Posts: 640
    Art is such a funny thing. If you look at doodle jump the art isn't perfect that's the point.

    www.mammothinteractive.net
  • waruixmanwaruixman Member Posts: 8
    Although I do agree that my artwork on the game is not the best, I DID put a lot of effort and time into designing the artwork. I looked at other games that has gotten quite some reviews and I'm sure it was not their artwork that made them sales. I'm just curious on what would entice the user to try the game. Is it the graphics, the storyline written in the description, the reviews left by others, the gameplay of the game on YouTube, or what? By the way, some of the games I've seen by users that uses gamesalad like TSB, what program did they use to design their logos, actors, etc. I used Microsoft paint to draw about 98% of the artwork in my game.
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