Has anyone "battled back" from disappointing sales?

goliathgoliath Member Posts: 1,440
edited November -1 in Working with GS (Mac)
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!

Comments

  • victorkin11victorkin11 Member Posts: 251
    I like your game graphic, but the game play don't fun enough & simple, not too much game design so you should add more element to make it fun!
  • goliathgoliath Member Posts: 1,440
    Thanks for the feedback victor. I can honestly say I appreciate it.
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    Raise your price to tier 3 or 4 for a few days (no less than 2 days or the price change doesn't get registered correctly some places) and then drop if back down to tier 1. This will get you listed on all of the price drop lists. It's like a mini release day...
  • scorelessmusicscorelessmusic Member Posts: 565
    haha, what a strategy. I honestly didn't think about that before.
  • victorkin11victorkin11 Member Posts: 251
    That is how to sales yours games, but that won't make your games success!!
    just make the buyer won't buy your games later!
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    Also, I've noticed that the higher you set the temporary price, the higher the perceived value when the app goes on "sale"...

    People are like, "Oh, I better download this now because I'll save so much $$$"
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    victorkin11 said:
    That is how to sales yours games, but that won't make your games success!!
    just make the buyer won't buy your games later!

    I partially disagree with you. This is a marketing tactic. Marketing is all about getting noticed. If you have a decent, or great even, app that slipped through the craps*, this is one method of getting it out there again. I've seen some suggest re-releasing the app, but I see that as a little dishonest as you are cutting off all of the people who downloaded the original from any updates you may pass in the future...

    *oops...noticed that after I hit 'Post'. Heck, I'll leave it that way... ;-)
  • victorkin11victorkin11 Member Posts: 251
    Yes! if you have a great app but no one know it, you can try some marketing tactic to make it success, but you still need a good app! :)
  • iDeveloperiDeveloper Member Posts: 441
    @BarkBarkCo: Thanks for another (other not yours) tip!

    Will employ it with my future apps.
  • ShpintShpint Member Posts: 404
    Or you can make it free then paid again :)
  • AfterBurnettAfterBurnett Member Posts: 3,474
    I'd like to battle back from the 1-5 sales a day I get and I have the answer - I'm making a better game :)
  • aalzankiaalzanki Member Posts: 283
    I'm always happy of what I make from the iPhone.

    Regards,
  • expired_012expired_012 Member Posts: 1,802
    I would say forget about that game and move on. Chances are an update is not going to do anything. I'm not trying to disappoint you but I'm just telling you the truth.
  • AfterBurnettAfterBurnett Member Posts: 3,474
    Yeah, better to move on. I'm not wasting time with millions of updates in the vain hope Max will get "noticed". Look at Utopian Games... their games were doing terribly until Bumps. Just keep going until you have a winner ;) That's my plan!
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    If i like a game i would fix it
    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
  • goliathgoliath Member Posts: 1,440
    Thanks for all the feedback guys, I will take it all in.... I guess I thought I had something but maybe it is time to move on...

    We will see and I will keep you all updated when the update comes out. Cheers.
  • scitunesscitunes Member, Sous Chef Posts: 4,047
    One to think about is how your icon and screenshots compare to the competition. Most of the top games have really nice graphics that draw you in immediately. The icons themselves have personality or seem to tell the beginning of a story that you want to know the end to. Then you look at the screen shots and you can tell how the game is played.

    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!
  • quantumsheepquantumsheep Member Posts: 8,188
    JamesZeppelin said:
    If i like a game i would fix it
    If i am not so into it i would move on...

    Don't let sales so far determine what you work on.

    Totally agree here.

    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 :D

    I guess it's a question of pride!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • AfterBurnettAfterBurnett Member Posts: 3,474
    scitunes said:
    One to think about is how your icon and screenshots compare to the competition. Most of the top games have really nice graphics that draw you in immediately. The icons themselves have personality or seem to tell the beginning of a story that you want to know the end to. Then you look at the screen shots and you can tell how the game is played.

    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!

    I agree 100 percent! Need great icons! I think Max was an EPIC FAIL there, I definitely just wanted something in the App Store. I'll be spending HEAPS of time on the icon for my current project ;)
  • DjangoZDjangoZ Member Posts: 40
    Honest feedback-

    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.
Sign In or Register to comment.