If you are not using the Twitter behavior - you should! Example inside.

Title says it all. If you add twitter messages to your game, people will use them. This can make the game more fun and help with visibility. i.e people finding out about your game from their friends' twitter profile.

As part of the twitter message you should include a link to where the game can be downloaded and an interesting/fun/cool image. You can choose an image that you use in the game to save space. Or import an image especially for twitter. Keep in mind that if you are using retina independence, the image will be half size on the smaller devices.

You can have them auto prompt or have the player trigger from a button. You'll get more responses from the auto prompts but some players will find this annoying. So you have to decide which is best for your game.

The idea is that the messages adds to the experience of the game. You don't want them to interrupt or get in the way of the flow of the game. So think about when and where the prompts should appear.

One of my games, McBank, just went free again. And it has humorous twitter messages implemented all the way through it.

If you search twitter for 'mcbank' you'll see what I mean. It had about 7,000 downloads yesterday so some of those players are clearly using the twitter messages.

You can download here to see how I've implemented the twitter posts.

Here's an example.

In the game you can choose to free the people or to control them and get money for yourself. If you go for the money you can then buy comical shiny gold items that fit the theme of the game. One item is a gold plated car.

image

There are 3 save slots so the player will get a different twitter message depending on which save slot they are using.

So when they buy the car one of 3 messages will auto prompt and they can chose to post or not.

1. "Why aren't ALL cars gold-plated?"
2. "Outta my way buddy! I'm on the way to get this thing buffed!"
3. "If a vehicle isn't gold plated, I'm not interested"

And then in the text I also have a tiny.cc web link that points to the McBank page on my site where the download links are listed. If you don't know, tiny.cc is a service that lets you make a short version of a url so you can fit it into twitter messages or just make it easier to remember.

There will be loads of creative and entertaining ways you can implement twitter messages. I think it's worth spending some time thinking how to add them into your gameplay experience.

Comments

  • BoomshackBarryBoomshackBarry Member Posts: 712
    Thanks for posting your experience @HoneyTribeStudios. I've been thinking about how to use Tweet sheet too as you don't often hear people mentioning it on the forums, I love the idea of using humorous tweets too, not enough games make people laugh I think!
  • DoguzDoguz Member Posts: 500
    How have you managed the really really bad carriage return issue in tweet sheet. Are you forcing one using the n\ method? Also noticed you aren't putting hashtags in eg #mcbank Do you thing the tiny url works as well? If so, what benefit would a hashtag have then. It seems twitter searches for text just as well as hashtags.

    And while we are chatting, what are your thoughts on Free apps vs Paid turned Free apps. Meaning the price drop sites would promote your app if it goes free - for free! Whereas if your app is free to start with - nothing.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    @BoomshackBarry Yeah compared to other mediums, humour or comedy is much less widespread in games. Dunno why that is. Maybe @anatomyofdreams will start a new trend in gaming!

    @Doguz Here's a page about hashtags: https://dev.twitter.com/media/hashtags

    But yeah, as the tiny.cc url has "mcbank" in that gets picked up by the search engine. I think if you're trying to get something 'trending' on twitter a hashtag would be better to use?

    Carriage return? You mean line breaks? I have everything on one line, not sure why you'd need more in a tweet?

    It does seem that switching to free is like a relaunch. So a second chance if launching as paid didn't work out so well. Twitter bots will pick it up if you switch and you have the chance to get on free app services too.

    I'd say it's good idea to build in the possibility of going free even if you don't think you will at the time of launch. So to include an attribute that tracks if the player bough the game. That way if you do decide to switch to free and e.g have levels that are unlockable with iaps - you can make sure the person who bought the original version doesn't need to pay for the extra stuff.

    Freemium is a hard one for me to understand as I grew up with a 'normal' model of: you buy something and that's it. No updates, no messing about. You play it and it works indefinitely. But as an indie dev you can't ignore that you get so many more downloads as free, especially if you switch from paid.

  • DoguzDoguz Member Posts: 500
    Maybe I'm doing it wrong, but when I tweet sheet it doesn't wrap correctly. I cuts words in half when it reaches the end of a line. See my thread from way ago.

    http://forums.gamesalad.com/discussion/51427/tweetsheet-doesnt-wrap-correctly#latest

    Do you think you could isolate a sample tweet from your mcbank into a clean project so I can how you've written it?
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    @Doguz Your tweet text looks fine. That's how I do mine. Although I just type directly in if I'm not referencing attributes. i.e I don't press the expression 'e' but just type into the box.

    I haven't checked what they look like in different twitter feeds though, I've only see on twitter.
  • dayofjackaldayofjackal Member Posts: 111
    I wish they had facebook integration. I'd put it very close to the top of my wishlist to be able to offer iap for a fb like
  • BoomshackBarryBoomshackBarry Member Posts: 712
    edited May 2013
    @dayofjackal even though facebook integration isn't a feature of GS yet you could implement a similar thing with a simple in-game link to your Facebook page. Tell the users that they'll get free iap for liking your fb page - then when they click the link give them the iap immediately before sending them to your page. There's no guarantee that they'll like your fb page once they're there but if they believe that they need to in order to get the iap they might well do, even though technically you've already granted them the iap just for visiting the page.

    Hope that makes sense :)
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