useful tip to get good sales on your iphone/ipad games*
tblockpillar
Member Posts: 6
when you release your app to the app store, release it for the price between $2 and $5. then when your app has been approved and is published onto the app store, instantly change the price of your app to *FREE*
so that your app will go on all the giveawayoftheday apps. like appsfire, freeappoday ect..
that way your app will be noticed alot faster!. keep your app free for about a week and then change it back to paid. by this time you should have more downloads then normal.
hope this helps!
-tblockpillar
so that your app will go on all the giveawayoftheday apps. like appsfire, freeappoday ect..
that way your app will be noticed alot faster!. keep your app free for about a week and then change it back to paid. by this time you should have more downloads then normal.
hope this helps!
-tblockpillar
Comments
There is nothing wrong with cycling, many do it, but at launch, I'd rather see what the true results are (for various reasons) and offer a free window at a later date.
Example: "The game sucks because it's not an open world game", while the game is a side scrolling 2D platformer. Or: "The game sucks because there are not enough weapons", while being a weapon free game. And best for last: "I just downloaded the game! It's going to be the best! 5 stars!".
In essenece they don't read the product description, thy just download it because it is free and a game image caught their eye. Random. Much like an adult that still looks at books only for pictures and knows nothing about the what book is about.
"but others can help you to correct bad items on it."
That is called QA, alphas, betas and focus testing. Those should be addressed before releasing. Not after release. That is the Microsoft way of doing things, which has saddly spoiled software release expectations and mind sets over the years.
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