I would release it by placing it in a large sling shot, pulling it back, and letting it go at just the right angle so it crashes into a wall ... but that's just me.
jamesmunro2 said: I would release it by placing it in a large sling shot, pulling it back, and letting it go at just the right angle so it crashes into a wall ... but that's just me.
xD
If you really have the next big hit, focus on one thing. MARKETING. Make sure to release on a Thursday if it really is that good.
RodrigoPerez said: How would you go about releasing it. There's no rush or timetable. What the best possible way to release the game?
Hi Rodrigo, your question, unfortunately, is impossible to answer because at the time of the release (and even before that), NO ONE could have predicted that "Angry Birds" would be what it became.
The "hit" (or success) part of the game does not happen while it's made, but rather "after" it's released. The longer it lives, the bigger and better the chances.
How ever, watching other releases, I think it's safe to say that we live in an age of "addictive-to-download-something-new-every-day+preferably-for-free" world.
I hope you have something good because in the end, the memory of developing and tweaking is "YOUR PART" to keep.
Yeah I do know it really is all up to chance if you get down to it, but this game I've been working is very very mainstream, think Little Big Planet + Angry Birds + Enigmo. It feels and looks like one of the "big" games. So I feel it's going to catch Apple's attention.
Not to give you guys a history lesson, but Angry Birds was made in a small country in Europe (I think it was Iceland) and the reason that it got popular is that everyone on the island had heard of it, so they bought it. Since it was #1 in the appstore for the country, They translated it into English and put it on the UK and American app stores. A lot of people bought it because of its polish and simplicity of gameplay, but people also bought it because of the cuteness of the graphics. I don't think that the developers of the game advertised much, and they also said they didn't know the game was going to be that popular.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
Well actually a little history lesson on angry birds. It was a huge flop and quickly sunk into the app store like most every other app out there. Yes even the good ones. Because the good ones sink to if they don't get the press coverage needed to drive sales at launch.
The saving grace for angry birds was 2-3 months after all seemed lost. They created a lite version. And the rest they say is history.
Release your app and prepare a lite version to launch a week to a month later. Send out your press releases on your paid version launch and then send another when you drop the lite version.
If your app is really as great as you think it is. The lite version will drive the sales of your paid version through the roof.
So the question is release lite and paid at the same time or stagger the releases?
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
I would stagger them. It will give you a longer time on a new release list which means increasing your apps exposure. Wait at least a week till it falls off the new release list and then drop the lite.
tenrdrmer said: The saving grace for angry birds was 2-3 months after all seemed lost. They created a lite version. And the rest they say is history.
Release your app and prepare a lite version to launch a week to a month later. Send out your press releases on your paid version launch and then send another when you drop the lite version.
If your app is really as great as you think it is. The lite version will drive the sales of your paid version through the roof.
Thanks--that makes me feel really good about what I'm currently doing (not that my game is even close...not even approaching...not even in the same realm as AB). My sales for Lefty are 0 currently--since I have nothing to lose, I'm releasing a lite version. Hopefully that helps.
RodrigoPerez said: Well as far as marketing what else besides posting a trailer here and touch arcade can I do? I want to take my time and do it right.
If you're serious about that you may want to get in touch with a legit PR firm. Either pay them or maybe try and work out a profit sharing deal. Mind you, the product you're making has to be compelling enough for them to take you on.
Well I'm close to taking off the wraps of my project with some teaser photos and then maybe the community here can let me know If I have something that can be huge or if I've been working on it so much I'm delusional lol...
Comments
If you really have the next big hit, focus on one thing. MARKETING. Make sure to release on a Thursday if it really is that good.
Matt
your question, unfortunately, is impossible to answer because at the time of the release (and even before that), NO ONE could have predicted that "Angry Birds" would be what it became.
The "hit" (or success) part of the game does not happen while it's made, but rather "after" it's released.
The longer it lives, the bigger and better the chances.
How ever, watching other releases, I think it's safe to say that we live in an age of "addictive-to-download-something-new-every-day+preferably-for-free" world.
I hope you have something good because in the end, the memory of developing and tweaking is "YOUR PART" to keep.
The rest is a mystery ....
But if is good enough send it to touch arcade... and if the accept it, you will get a lot of extra reviews form other sites.
Cheers.
The saving grace for angry birds was 2-3 months after all seemed lost. They created a lite version. And the rest they say is history.
Release your app and prepare a lite version to launch a week to a month later. Send out your press releases on your paid version launch and then send another when you drop the lite version.
If your app is really as great as you think it is. The lite version will drive the sales of your paid version through the roof.