It's getting harder and harder to get a game popular

scrapee_netscrapee_net Member Posts: 424
I noticed that the appstores, like Appstore and Google Play, are making things harder for the developers, as they don't have anymore a category or page where it shows the latest games released. The only one that still has a page showing the latest published games is Amazon.

It looks like Apple and Google Play, want us to spend money to advertise our games instead of giving us a chance. Google Play even shows an option to advertise the app if it is free.

Comments

  • EatingMyHatEatingMyHat Member Posts: 1,246
    yes, it is pure luck or money nowadays...
  • BBEnkBBEnk Member Posts: 1,764
    App store still shows new releases I just checked you just have to click on a category like Arcade,Board or kids what ever and click free or paid to see new games.
  • BazookaTimeBazookaTime Member Posts: 1,274
    edited July 2012
    @EatingMyHat. How Is Wild Surf doing? It is an absolutely fantastic game but I don't really see much coverage for it.
  • TechNoirTechNoir Member, PRO Posts: 117
    With my first game which is a total flop, I have learned alot.. It seems Apple has the best layout,, the most user friendly Interface,, and gives you the best chance of getting noticed if your game looks great and picks up some early positive reviews... the worst layout is Google Play,, your game just gets buried under all the pure crap that gets uploaded there.. Amazon seems to work best for me anyway in terms of sales..

    But I have released a few versions of my game and will be releasing all the download info for GS users for peoples interest after a while...

    1:Appstore version with IAP...
    2:Appstore Ipad version with adds..
    2:Lite version and full version on Google Play..
    3:Paid version on Amazon..

    But charging developers to advertise their games is total BS.. and an example of greed on Google's part..

    All appstores, should revamp and ditch the old system of propping up the major game developers Rovio and PopCap etc.. both these companies got lucky with half decent games at the start of the mobile gaming wave,, (Angry birds with Rovio and Bejewled with Popcap)... both of these companies and others are able capture a large audience and flog there new titles directly to existing customers boosting them to the top of the charts every time they have a new release,, then more and more users see the games and it snowballs...

    This is like a radio station, playing Justin Beiber over and over,, just because it has sold millions of copies,, force feeding the market, instead of allowing real choice..

    Generally the market will decide what it likes and I do believe if your game is good enough it can spread up the charts through word of mouth,, but It is a hard mountain to climb..

    If only I could pitch a little tent on the appstore,, grow my hair long and not wash for days on end.. begin a campaign for all indie developers to Occupy the Appstore... maybe then they would listen.. :P

    rant over....
  • DeadlySeriousMediaDeadlySeriousMedia ArizonaMember Posts: 838
    edited July 2012

    Generally the market will decide what it likes and I do believe if your game is good enough it can spread up the charts through word of mouth,, but It is a hard mountain to climb..
    ^This

    You're game needs to be fun and polished. It needs to be simple yet rich. It needs to be generic yet unique.

    It's really hard to design a game that meets all these things. Consumers want something familiar, but they also want it to be new and different. Mass market is the hardest thing in the world to capture, but the great thing about these models the app stores currently use is that once you get that right mix with your game design, you can start taking risks. The market will decide if they like your game. Marketing will help them make the decision too.

    I'm an artist at heart, but I want to get paid for what I do. I've always told my artist buddies throughout school, "You can make money or you can make art. Sometimes you're lucky and you can do both; but if you make money first, your fan base will love the art you give them next."

    The reality of business is harsh and shallow. It's sad I know.
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