Two Weeks without Sales, Whats Next?

poorcollegedevpoorcollegedev Member Posts: 289
edited June 2012 in Working with GS (Mac)
I just made this thread to see everyone's input on the subject. Light the Way hasn't sold any copies since June 1. What's the next step, in your opinion? Let it die a happy death or what?

Best Answer

Answers

  • MetzoPainoMetzoPaino Member Posts: 195
    As in this app? http://itunes.apple.com/gb/app/light-the-way-full/id526208947?mt=8

    I would say make it free, then maybe you can at least get your name out there.

    Also your screenshots look blurry, which probably isn't a good first impression.
  • master200012master200012 Member Posts: 372
    I tried to find the app you created. I couldn't find it. This could easily be a block in its sales.

    I don't know if its possible, but you might want to edit the keywords of your app.

    Good Luck!
  • patapplepatapple Member Posts: 873
    I was in the same situation about 1 month ago and I decided to release a free version or the ipad only. It made about 3000 downloads but the paid version made only between 0 and 1 for day (plus 0 than 1) :( now my only solution is working on mew amazimg games. I think that the first game must be to learn and not to become milionair :)
  • UtopianGamesUtopianGames Member Posts: 5,692
    edited June 2012
    You could make it free with ads and if it still doesn't shift any copies move onto your next game.

    Darren.
  • WTDeveloperWTDeveloper Member Posts: 352
    @UtopianGames and @patapple
    You're completely right!!!
    The first game must be to learn how the market is,because then next time you know what you should do to get more sales.
    The first I didn't know that the market is so hard.
    I didn't made Marketing and didn't get many sales.
    Start with new better games and start thinking more about making it better than place it as fast as possible on the AppStore and hoping you become millionaire!!
    I hope that help you :D

    WTDeveloper
  • bjandthekatzbjandthekatz Orlando, FlMember Posts: 1,375
    what you could do is advertise it somewhere. you can go on AppTrailers

    itunes.apple.com/us/app/app-trailers/id469489347?mt=8

    And you pay the customer like 2 Cents per video they watch, they will watch the videos, maybe download it (Make More money, like 5 Cents) and you and them will be happy.

    Also make it free for a while. This will boost business.
    If you need any help with anything let me know.
  • heathccheathcc Member Posts: 113
    If you believe in the game and gameplay itself, then touch it up with a different look/feel and some other ideas and release a new version of it..and make this one free to get an install base and fans. Or, try the Amazon store...some things just work better there.

    And in supporting others, keep on making games you like but definitely don't stop to watch and wait. I also wouldn't throw money into marketing until you get more experience but that is my opinion.

    Good luck, don't be discouraged!
  • SparkyidrSparkyidr Member Posts: 2,033
    Welcome to the app store :)

    just to put my pessimistic hat on for a moment..

    The majority of games/apps on the appstore, sell very few copies a day. Probably between 0 and 10. The truth is, only a small percentage of games/apps make a decent amount of sales each day, and with the sheer amount of apps available, it's becoming harder and harder to be in that small percentage that stands out enough to breakthrough (or even get a lucky break)

    What have you done to make people aware that your game exists? You can't just expect to submit it, get it approved, and then sit back waiting for the $ to roll in.

    Even something as small as posting about it in Facebook and twitter, getting a website up and running for the game (or for you company) may help a little.

    In reality, I have found you can pretty much tell right after launch if a game has tanked or not.
    If sales are consistently under 5 or 10 a day then I would suggest doing an update to add iAds in, make it fee, and hope for the best. Unless you are getting 10's of thousands of downloads a day though, iAds won't make you a great deal...but you might end up earning a little more from it over a long period of time if a paid version is selling nothing.

    Then, move on to the next one, and make it as good as you possibly can...then launch it...and cross your fingers a little.

    Don't be disheartened. Pretty much all of us here have been there. Just crack on and keep putting stuff out you are proud of.
  • JustMe74JustMe74 Member, PRO Posts: 542
    I searched for "Light the Way" in the app store, and it didn't show up in the first 25 results...
  • jn2002dkjn2002dk Member Posts: 102
    edited June 2012
    1. Make better keywords since apparently it's hard to find
    2. Update the graphics, nothing major just tweaks to make it stand out a bit more
    3. Send promo codes to reviewers a long with a gameplay video
    4. Make a free version with ads to gain a following

    If you believe you've made a potential hit then don't give up on it just yet
  • Barking_AppsBarking_Apps Member Posts: 182
    i read a magazine the other day that said in 2012 so far the only apps that get downloads are free ones. And i do not mean lite versions, i mean a mental game that has in-apps. and they do not have ads.

    jetpack joyride and temple run... maybe we cannot reach an audience that big but think... they have NO ads but try and flog in-apps.

    so i decided to work in the next 3 months, on a project that will be really 'tarted-up' in graphics and will be free. Then i will add a store to buy power-ups or new features (like better maps). I am even getting a small part time job to help pay for my upcoming project.

    Who knows? This may work or i might be broke... its a risk i am willing to take.

    According to (i think it was..) Apps Magazine this is the way to get a good selling App..

    and i hope REALLY hope my project works. This is what i think you should do... start a new project and go for it. take the risk!

    BarkingApps :o3

    Cut the Rope INTERFACE   Flight Control INTERFACE   Contact: barkingapps@gmail.com
  • jckmcgrawjckmcgraw Member Posts: 647
    If your app doesn't show up in a search with the exact title, then no wonder you aren't getting any downloads. That would be the first thing I would worry about if I were you.

    Regards,
    Jack McGraw
  • poorcollegedevpoorcollegedev Member Posts: 289
    Hmm, I guess I could've told you its called Light the Way: Full lol. Thanks for the advice guys. I've been mapping out an update that'll add 60ish new levels so we'll see what happens after that.
  • MetzoPainoMetzoPaino Member Posts: 195
    Hmm, I guess I could've told you its called Light the Way: Full lol. Thanks for the advice guys. I've been mapping out an update that'll add 60ish new levels so we'll see what happens after that.
    Unless you also make it free so it is picked up on app price checker websites, or start to advertise everywhere your update is very likely to go unseen.
  • JustMe74JustMe74 Member, PRO Posts: 542
    I'd suggest submitting it to review sites too. Even a negative review that my game got increased sales the day it was released.
  • poorcollegedevpoorcollegedev Member Posts: 289
    I was doing some thinking tonight and came up with a possible idea. What if I establish a good amount of hype for my next game, Project Dolus, and put out a demo in Light the Way: Full as an early access. Then, release an actual demo, then the final game? Is that cheap?
  • LerleAppsLerleApps Member Posts: 11
    Seems like a crafty loophole to me...
    But who knows? Good Luck! :-bd
  • BrynjeBamsenBrynjeBamsen Member Posts: 188
    I finally found you app/game!!

    1. update your search words, close to impossible to find it.

    2. You might concider doing another icon. It really has no appeal and does not attract the eye.
    To be honest it looks like something you made in the last minut in the excitement of almost being able to release your game :-)

    3. you have 5 screen shots. 3 ingame with no additional information. the other two consists of your name, and a startscreen. It adds nothing to the overall impression of what you are selling.
    try to add som ribbons with explanations over the screen shots. remove the startscreen shot and maybe add an achievement screenshot instead.

    Hope you take this criticism as positive feedback.
  • LeonardDeveloperLeonardDeveloper Member Posts: 4,630
    edited June 2012
    I would say invest in a nice icon - IMHO that icon looks "Cheap" Great Game, But Screenshotws and icon could use work - I recommend @jayleedesigns
  • JustMe74JustMe74 Member, PRO Posts: 542
    edited June 2012
    I think if the icon and graphics were improved, this could be a really good seller, potentially; the gameplay is actually quite nice. I think it would be cool if more happened (visuals, sound effects) when you successfully complete a level. Also some sort of scoring or "star" system would encourage people to replay it.

    However, in it's current state, I think you'd do better to slap iAds at the bottom of the levels and release it as a freebie.
  • poorcollegedevpoorcollegedev Member Posts: 289
    Kind of limited at the moment as I am a free user
Sign In or Register to comment.