Question bout New & Noteworthy
Dizko
Member Posts: 498
I was wondering about life after release and it seems to me that there is a lot of stock held in getting New & Noteworthy, which is understandable.
My game has been out for about a week now and since then the sales have tapered off to about nothing. I was hoping to get featured in N&N but I didn't make it this week nor last week.
Basically, has anyone got N&N long after they've released? I'm basically trying to decided if I should give up the idea of getting featured, or hold out hope.
My game has been out for about a week now and since then the sales have tapered off to about nothing. I was hoping to get featured in N&N but I didn't make it this week nor last week.
Basically, has anyone got N&N long after they've released? I'm basically trying to decided if I should give up the idea of getting featured, or hold out hope.
Comments
I'm right there with you, though. I thought Alpha Swarm would for sure get New and Noteworthy, but it didn't
Back to the drawing board!
Lump Apps and My Assets
I put so much effort into that game and now I'm sitting here not know what to do with it.
As far as I know, your game can be featured under main apps/main games N&N only once.
Apple don't love me, Lol
http://www.epiggames.com
I guess I should have expected my game to completely fall off the map, but I guess I had higher hopes for it. It's a bit hard not to feel a bit upset about it.
My Game:
1. Make a new icon. I think that this is the weakest part.
2. Make a new description. I recommend to pay QS for this - his descriptions are amazing ( http://gamesalad.com/forums/topic.php?id=24848 ).
3. Try to use different keywords.
I keep saying it, but with the number of apps/games out there, getting featured is a complete lottery.
You can increase your chances by making a good game. But there are so *many* good games, you really need to do something special, or be very lucky, to get main N&N.
And *expecting* to get N&N is just going to lead to disappointment for most people here
If it makes you feel any better, I bought your game
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I was hoping that I would at least be able to buy my own Mac as a result of the sales, but that isn't happening. (fun note, I built this game on my wife's tiny 12" MacBook)
Also, thanks for your input!
I'm still here. I'm still making games. And I'm still loving it. This is something I *have* to do. I use a 12" white MacBook - it's three years old. The battery needs changing, a disk is trapped in the drive and it's literally falling apart!
I'm going to New York in the next few months and would love to pick up a new laptop while there - but I don't think I'll be able to afford it.
A Mac Mini though, maybe
Keep at it. When I started, GameSalad was woefully underpowered, and I was still learning. My games had nice ideas, but they sucked.
Now I honestly think I can make pretty much anything I want with this awesome software, and every time I release a game, they get better and better (I hope!), and it gets easier and easier.
Be proud of what you've done, pick yourself up, and get on with the next one!
Everybody makes games. Nobody quits!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
- Alex
You have a good game. So if you make another good game, people may see your old one and it'll get sales in the future. It is disappointing as hell right meow, but don't feel like you're out of the running.
@Quantumsheep: What you said about improving with each release is so true! By the time I finish a game, I feel like I've learned so much more along the way that I probably would've implemented the game differently if I were to start over. It's just a matter of time until that one iPhone hit, and when that happens I'll have a whole catalog of games to feed off one's success.
@Dizko: I was right where you are a couple of days ago. Don't lose the faith!
How are you handling the lite version? I was thinking about doing that myself.
I was thinking about just doing the full game with iAds in it and a link to purchase the ad-free version. And I was also thinking about potentially stripping out the unlocks and whatnot since those are just fun extras.
Perhaps if we had more ad options I'd use them, but I don't think relying on iAds is a good option right now.
I too stripped away the unlockables.
I've also had the crazy idea of just making the game as is free and see if it can be a brand builder.
Make a second game. Grab the URL for it before it's ready for sale.
Submit an update for your original game and put a link in it for your second game on the main menu somewhere - but in iTunes, select the 'I'll release this when it's ready' option.
Set a date for your second game more than a week ahead (to give your first game a chance to be reviewed and ready for sale).
On the day your second game releases, release your first game for free.
Hopefully the first game will get a lot of downloads by being free, and anyone that already has it will update - they should all see the 'ad' for your second game, and if they like the free one, might check it out.
Just an idea!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
But at the same time, my other iPad game (a pretty straight forward port of the iphone game Gravitrixx) sold a few copies suddenly.
So yeah, I think if people enjoyed one of your games, the likelihood of them buying another is probably much higher.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
How about a lite version and a new icon?
---
Get Honey Tribe on iTunes
"...a touch above the rest in the endless running genre" 148apps.com
"If you’re a nature lover, or simply a lover of well-executed games, Honey Tribe... is worth checking out. Download it today." AppAdvice.com
Say hi on Twitter
Like us on Facebook
www.HoneyTribeStudios.com