I assume you're not going to pay 20k to latch onto high profile in-app ad and web distribution networks, so the really important thing to do is to make a good game. Actually, make an amazing game.
And rather than post on the forums: "hey here are my 50 free codes from apple, take one and leave me a review" - you should be sending those codes to reviewers in exchange for an actual review. But again, for the people on TA, PocketGamer, Slide to Play etc - the game has to be worth reviewing. So make a good game.
There is no secret recipe, no magical formula. It is plain hard work to make an excellent game.
And unless you are on the (expensive) ad network for a game with 1 million users a day, ads wont do a thing for you, and even then your game better be amazing to get the attention of the player.
Try this idea:
Make a fantastic game, get it reviewed, update it often, go to GDC and meet the guys from Apple, create a track record for creating great games, develop relationships with Apple, develop relationships with users through creating a great product. use social networking to keep that user relationship going, create more, create better, build relationships with publishers based on your track record, create great games, distribute through publishing networks. Do it again.
I assume you're not going to pay 20k to latch onto high profile in-app ad and web distribution networks, so the really important thing to do is to make a good game. Actually, make an amazing game.
And rather than post on the forums: "hey here are my 50 free codes from apple, take one and leave me a review" - you should be sending those codes to reviewers in exchange for an actual review. But again, for the people on TA, PocketGamer, Slide to Play etc - the game has to be worth reviewing. So make a good game.
There is no secret recipe, no magical formula. It is plain hard work to make an excellent game.
And unless you are on the (expensive) ad network for a game with 1 million users a day, ads wont do a thing for you, and even then your game better be amazing to get the attention of the player.
Try this idea:
Make a fantastic game, get it reviewed, update it often, go to GDC and meet the guys from Apple, create a track record for creating great games, develop relationships with Apple, develop relationships with users through creating a great product. use social networking to keep that user relationship going, create more, create better, build relationships with publishers based on your track record, create great games, distribute through publishing networks. Do it again.
Which app marketing service(s) cost $20k? I'm just curious because I stumbled across Trademob and it looks promising. But there is no price anywhere?
Well, the price represents the amount of ads that are shown and the time period over which this takes place. You cant pay a flat fee and your app be advertised forever.
So the more high profile the game, and the longer your ads are live and the amount that are shown - the more it will cost to show an ad for your game.
Click through rates vary, but usually hover at 0.5% if lucky, then after the click through you are looking at between 1-5% conversion - if you're lucky
So, you have to put A LOT of ads out there to see any real value come from them - hence the 20k figure.
Comments
I actually do have a secret sauce
Stick Run - #1 in 3 countries. Over 300k downloads Free
Furry Monsters - Top 100 US Puzzles Paid
Both are projected to turn a profit this year.
I assume you're not going to pay 20k to latch onto high profile in-app ad and web distribution networks, so the really important thing to do is to make a good game.
Actually, make an amazing game.
And rather than post on the forums: "hey here are my 50 free codes from apple, take one and leave me a review" - you should be sending those codes to reviewers in exchange for an actual review. But again, for the people on TA, PocketGamer, Slide to Play etc - the game has to be worth reviewing. So make a good game.
There is no secret recipe, no magical formula. It is plain hard work to make an excellent game.
And unless you are on the (expensive) ad network for a game with 1 million users a day, ads wont do a thing for you, and even then your game better be amazing to get the attention of the player.
Try this idea:
Make a fantastic game, get it reviewed, update it often, go to GDC and meet the guys from Apple, create a track record for creating great games, develop relationships with Apple, develop relationships with users through creating a great product. use social networking to keep that user relationship going, create more, create better, build relationships with publishers based on your track record, create great games, distribute through publishing networks. Do it again.
So the more high profile the game, and the longer your ads are live and the amount that are shown - the more it will cost to show an ad for your game.
Click through rates vary, but usually hover at 0.5% if lucky, then after the click through you are looking at between 1-5% conversion - if you're lucky
So, you have to put A LOT of ads out there to see any real value come from them - hence the 20k figure.