Extremely low sales for 5 games released
UtopianGames
Member Posts: 5,692
I'm wondering if its just me or if any other devs have really poor sales results.
We have 5 games released,
Tumble Jumble (via click gamer/chillingo)
Jungle Bug with Lite
DropZone with Lite
BuzzBee
Ghost Bash made free recently with advertising for the above 4 games (this is the only game i did the art for)
On the 27th May we had 8 sales 2 Tumble Jumble, 4 Buzzbee, 1 DropZone and 1 Jungle Bug
On the 28th we had 5 sales 1 for BuzzBee and 1 for Jungle Bug and 3 for Tumble Jumble.
The future is not looking bright and i expect weekly sales to be approx 35 a week if i'm lucky.
The simple fact is i cant make a living with 35 sales a week and wondering if anybody else is in the same boat or is it just us?
I try very hard to push and market all our games but even the smaller sites are getting swamped with requests now so its even harder to get seen.
Darren.
We have 5 games released,
Tumble Jumble (via click gamer/chillingo)
Jungle Bug with Lite
DropZone with Lite
BuzzBee
Ghost Bash made free recently with advertising for the above 4 games (this is the only game i did the art for)
On the 27th May we had 8 sales 2 Tumble Jumble, 4 Buzzbee, 1 DropZone and 1 Jungle Bug
On the 28th we had 5 sales 1 for BuzzBee and 1 for Jungle Bug and 3 for Tumble Jumble.
The future is not looking bright and i expect weekly sales to be approx 35 a week if i'm lucky.
The simple fact is i cant make a living with 35 sales a week and wondering if anybody else is in the same boat or is it just us?
I try very hard to push and market all our games but even the smaller sites are getting swamped with requests now so its even harder to get seen.
Darren.
Comments
It's quite depressing to here games as polished as yours selling so poorly. Maybe spending more time marketing your games is the answer? I wish you all the best mate and hope sales pick up soon. Maybe Tshirtbooth can share some words of wisdom on this subject, he seems to be doing really well sales wise :-)
Hunnenkoenig's company has made close to $350K by my estimates in the last 3-4 months with Alpine Crawler with no advertising. It was a native app (not gameSalad) but its an example.
Good games sell from what I can tell. But they have to be really good...really deep...and have a long shelf life with lots of playability and cater to a large audience. You can't expect to sell 250K copies with only 100 hours of development time invested...unless you are REALLY lucky or have an absolutely BRILLIANT concept.
With 100K+ games out there to compete with (and 100s more arriving each day)...its hard to stand out...and the game has to be good. I don't think there is a short cut to success...its just going to take lots of trial and error and determination...mixed with a little luck. You have to have the right idea at the right time. Its got to be fresh, unique, and strike a nerve with the user base to be a huge success. AND its got to be a great game for the price.
That's just my impression. I could be way off...but its some food for thought.
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Good Luck
JCFord
Darren.
Check out toucharcade and join their forums and try to get some buzz that way. Use EVERY FORM of social media possible (twitter, facebook, myspace etc) and try to get everyone talking (this is my plan at least). Also- do you have a demo anywhere?
Past that, I would see if there are any cheap advertising options for you and see where it goes from there. Keep it up and please let us know how it goes!!
Also how many apps do you have chaser?
Cheers, Weswog
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http://itunes.apple.com/us/app/farm-showdown/id373239966?mt=8
@utopiangames - have you tried TriplePoint PR? Apparently they are the bees knees for iPhone app promoting and even cater for those with very little to no cash (percentage basis etc). I'm looking at hitting them up. To make money you need to spend money!
Hehe, also over here in Aussie there are two jobs on Seek.com.au for Apple app finders/promoters. Apparently they want someone capable of finding great new apps regularly to keep the app store fresh. I might just try get the job and promote all my own stuff - HAHAHA
It's certainly not easy to get noticed, but at least your games are high quality and you put a lot of care into them.
Marketing is usually the weak link for indies, it's much more fun to make games then to try and sell them!
Don't give up!
FaceBook & Twitter: Announce game and update with progress videos, announce when submitted, released and offer a few codes.
Press release to all of my contact review sites including Touch Arcade etc etc (this results in very low response even the smaller sites are getting swamped now).
Forums posts on IGF, TA etc etc.
Having a look at TriplePoint PR now and will have a look into other marketing companies.
I must say even though im not happy with click gamer (various reasons) at least Tumble Jumble is selling a few copies a day even now and it's been out ages...last november so maybe using a publisher was not such a bad idea.
Early results about the 2 lite versions to help push sales is bad and i think it might have something to do with no url forwarding in GS.
Yep i wont give up...just yet
Darren.
My main game buggies is selling ok. 10 and often more per day. Not the best but it was worse.
It was not even selling at all but i tweaked the icon about 20 times and changed the name until it got a jump.
Go ladybug go. No sales
Meet the beetles. No sales
Buggies. Ok sales.
After examining popular titles I noticed short cuetsy titles or very short descriptive titles seem to be good. So, tried it and it did the trick.
From what I could twill a title like "caster of the high seas" won't sell but "fishy catch" may do ok.
Not to say this is the only thing or that All games don this, but if it is unknown with no marketing it seems to help
Just my opinion from a little trial and error
It's got to be pretty hard to make a living at deving iPhone games when the market is so flooded by them. I'm making one for the love of game development, but I don't really expect to make a living at doing it.
I've worked as a pro developer steadily for 12 years now, and I can tell you that it's tough to make a splash without loads of resources at your disposal. And even then it's pretty hard.
If you promote the hell out of your game then you might stand a chance. But you'll need to be passionate about it and have some interesting stuff to show. You've also got to decide who you're trying to market to. A game about rolling bugs might be a tough sell IMHO when the girls seem to love chick games like Diner Dash and the boys play gritty zombieville shooters.
My unannounced game's got an obscure theme as well. But that's okay! I'm only making it because I want to, and thanks to GS, I can do it in my spare time. Plus I'm gonna throw some hotties in there, with an extra dose of butt-kicking action. Hopefully it'll help draw in the manly gamers out there. And even if it doesn't, it's still bad-ass that GS was powerful enough to let me make this game all by my lonesome.
Best of luck with your game sales, all! As a gamer, if I know that your game exists, and I can immediately recognize why it's awesome, then I'll probably buy it!
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I've no crystal ball, but I really think Apple and the iPhone will remain a solid and growing platform for a good, long time.
I think the economy is having some effect. I know my two paid apps are certainly not selling very well at all right now (alas, I'll not make excuses). But I'm an eternal optimist, and really believe hard work, creative energy and perseverance will pay off in the long haul.
And that ends my motivational talk for today.
_______________
Nesen Probe http://itunes.apple.com/us/app/nesen-probe/id377766693?mt=8
Tickle Stones http://itunes.apple.com/us/app/tickle-stones/id363484260?mt=8
Food Fight! (free) http://itunes.apple.com/us/app/food-fight/id352646643?mt=8
I pouted for a couple of hours and then it hit me, people like this, and not that so why not do this and not that.I am being paid for the Robo game, so if it flops its advertising and the client will be happy. If it sells, well you know that story.
We all make games from ideas in our heads and then talk about marketing and all that jazz, marketing smarketing, waste of time, unless you have sony or gameloft behind you, whats the point, it really is a waste of time.
Ask everyone you see and meet who has a idevice, what kind of game they like, I made a quick app on GS to do a quick survey, some questions, some answers and boom a data base, not a big one but a real one. I have done the survey about 120 times, this is not statistical magnum of data, but people want to 1 waste time, take a break, go to the john, they want something that is fast, and they want something they can do again and again and maybe do better. No one really cares about the art, it does not rate that high, they want GAME PLAY. Joe from Firemaple has the idea down, you can play it again and again, its fast, quick and if you want to play longer you can.
GS needs to be more up to date with Apple, that would help but its not the main problem, we make games for ourselves not for customers, go talk to people you DONT know, ask them, tell them you are a game developer and you nee their opinion, opinions are like butt holes, everyone has one, some two....isssh.
Apple is not going to help, Facebook, twitter and all that is not going to help until your game catches on, then it will be a doubling cube you can roll in the mix. Dont even think about starting there, make game play numero uno in the effort.
We are not making cars that need more of this gizmo and more of that in order to outdo the next guy, we all need game play. GS could help in that regard, but it is what it is. They are trying too, so we are all in this boat together, the sad part is that most of us wont make a dime, most of us will loose money.
But the key is out there, ask people. Go to the local Apple store, show them your app, talk to the people there, see what they want, then, GIVE IT TO THEM. Give em what they want, not what you want. Dont ask your friends, they are no help, ask the user.
Build your own survey app, hand it to people and say, here take a minute and answer this, its important to me, please. Then say thanks, people love to help when you ask.
Off to make a zombie game.....Where did I leave that shotgun...
Mike
Ps: I think it's from some of the gameloft titles are $0.99
http://itunes.apple.com/us/app/outer-space-adventures/id379312832?mt=8
Crossing my fingers and praying for a hit
You know what, we should support one another.
We have sent promos to theses sites:
TouchArcade.com (never got a review from them)
Gametrailers.com Was featured in there list of games (around 2500 user views there)
Gamespot.com (never heard from them)
AppSafari.com (Got a review from them)
A few other small sites/forums.
The funny thing is that on most sites, we have got bad or average reviews... but still selling
We also made a youtube promo video, 1600 views. Also got a review on youtube by some dude.. Poor review but nothing negative...
Never got featured on any lists in the appstore..
As we see it, it's all about making a good promo video, Great Icon for the appstore, great title for your game and expose it anywhere you can. And of cause a good game
We are very surprised that we are still selling, now that we are out of all lists..
And last, it's a good help to have the GS Forum to make the first reviews, to write some positive things - hopefully
Yeah it's a strange market, we did Bloody Fingers in under a day and it was selling well for a bit and to date we've had 452 sales.
Yes it certainly is the title and icon that sells apps.
All i can say is choose your game name wisely and spend time looking at other icons in the top 100.
Also if you do think of a good name snap it up in itunes connect (pop any old icon and set date to 6 months ahead and upload app later) as you don't want someone stealing it!
Darren.