Has anyone "battled back" from disappointing sales?
goliath
Member Posts: 1,440
I have released my first game 2 months ago and it's not exactly setting the world on fire in terms of sales, so I was wondering if anyone had "battled back" from disappointing sales.
I have just submitted another update addressing the issues given in reviews and I am hoping to spur some activity.
Any ideas or should I begin work on its sequel?
Thanks!
I have just submitted another update addressing the issues given in reviews and I am hoping to spur some activity.
Any ideas or should I begin work on its sequel?
Thanks!
Comments
just make the buyer won't buy your games later!
People are like, "Oh, I better download this now because I'll save so much $$$"
*oops...noticed that after I hit 'Post'. Heck, I'll leave it that way... ;-)
Will employ it with my future apps.
Regards,
If i am not so into it i would move on...
Don't let sales so far determine what you work on.
If you have something you like push it
We will see and I will keep you all updated when the update comes out. Cheers.
So I haven't looked at your spp in the appstore but those are the things I always look at. It is so tempting when you are done with a game to just slap an icon together, grab a few screen shots from the GS preview and upload. But I now really spend some time working on icons and screenshots in photoshop.
Good luck!
Going through some of my older, er, 'crap' titles and making them free.
It'd be easy to just change the price, but I'm going through some of them and making changes, trying to improve them, before they go down to $0.
The improvements to GS mean I can spend an evening polishing up an average title to at least let it look respectable
I guess it's a question of pride!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Pros
- your artwork style is fun, it has a human touch that I think is a strength
- the movement of the ship is smooth and fluid
- the music isn't half-bad
Cons
- there is no "game" there, the challenge is not very apparent or interesting
- the load times interrupt the flow of the game (crashes, in between levels, etc.)
- minor, but you could improve the wording of the help section
All in all, not bad for a first game out of the chute.
Biggest thing is you need a real game mechanic that is challenging. Simple is good, like Doodle Jump, but they do everything else really well in support of that game mechanice and the challenge ramps up nicely as you get higher and higher.