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Top tips for first time publishing on iOS?

With 3 games in the works, I wanted for the first time to publish on Apple App store and was wondering if any of you pro's have a 'to do' check list of the kind of things I need to do and the pitfalls to avoid?

Thanks in advance

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Comments

  • jsorr2jsorr2 Posts: 279Member
    edited February 2015

    I've done two games so far.
    When you upload your game, make sure to update it with a new build straight away, adding a rate button, because you'll get the link after the game is up on the store.

    Takes around a week to publish so plan in advance.

    Make sure your game seems like its a finished product. Dont have any "coming soon" stuff. If you do you'll get set back another week.

    Unless its a masterpiece, make it free with ads/in app purchases. People on the App Store are outraged if they have to pay a dime.

  • Bad wolf GuyBad wolf Guy Posts: 206Member

    About to submit my first app to AppStore would love to also see some tips and tricks to make it as painless as possible.

    @jsorr2 isn't there any other way to get the rate link in advance before hand? That's a very strange way to get it done?

  • jsorr2jsorr2 Posts: 279Member

    @Bad wolf Guy If there was, i'm not sure how to add a link to a game that doesn't exist yet on the store :neutral:

  • JSprojectJSproject Posts: 730Member

    Yes, you can get the App Store link to your app before your app is approved by Apple, this is how:

    https://developer.apple.com/library/ios/qa/qa1633/_index.html

  • BigDaveBigDave Posts: 2,239Member
    edited February 2015

    +Use prMac to get free press release out there
    +Launch on a weekend
    +Make a Facebook page
    +Create Facebook Ad type : APP installs
    +Nail down your target group be sure to have at-least a reach of 30000
    +Invest 100 Euro at max.CPC of 0.25

    Result:
    Gives you rough 400 more Downloads on your launch and a chance to get noticed.

    I'm not taking over responsibility for the outcome, this is only a suggestion and what I do when I launch a game I really believe in.

  • LovejoyLovejoy Posts: 2,078Member

    Here is a tip, don't expect millions of $$$. Reality check will hit soon on how hard it actually is to make money in this business.

    Fortuna Infortuna Forti Una

  • JSprojectJSproject Posts: 730Member

    @Lovejoy said:
    Here is a tip, don't expect millions of $$$.

    Yeah, why settle for measly millions of dollars when you can earn trillions? ;)

  • LovejoyLovejoy Posts: 2,078Member

    @JSproject said:
    Yeah, why settle for measly millions of dollars when you can earn trillions? ;)

    Never thought of that! You got me there.

    Fortuna Infortuna Forti Una

  • wolala123wolala123 Posts: 248Member, PRO

    @BigDave invest money at any ads company?

  • jigglybeanjigglybean Posts: 1,584Member

    @Lovejoy said:
    Here is a tip, don't expect millions of $$$. Reality check will hit soon on how hard it actually is to make money in this business.

    Aye its not my first published app but my first on itunes. Now that I actually have a mac and 3 decent games in the works, I wanted to embrace the love that is itunes. But nail it first time :)

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  • BBEnkBBEnk Posts: 1,764Member

    You can get your apps link before publishing, just click on more and select view on app store and it will just say not available but that should be the correct link.

  • jigglybeanjigglybean Posts: 1,584Member

    @BigDave said:
    jigglybean what monetization you have?

    I wasn't playing on adding IAPs in these games and wanted to use the Reward videos to earn coins. However, from the email yesterday that won't make it until GS build 15, which is very disappointing.

    So it will come directly from advertisements in the game. I will also be offering a paid version that is advert free and maybe contact more levels etc.

    It's kinda funny, the game I spent my most money making and advertising (approx £700) had so few downloads, it never returned it's investment - which was fine as it was my first main attempt and only on Android.

    Then Flappy arrives - spent approx £100 total in various art, improvements and it yielded almost £7k in just over 12 months haha.

    These 3 new titles aren't unique but exciting none the less so I am considering these to be my 'serious' games as I have spent a lot of time nailing down the finer details and quality.

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  • Bad wolf GuyBad wolf Guy Posts: 206Member

    @Jigglybean If you don't mind me asking, When are you planning on release and if you could send me PM of the games you released prior?

  • jigglybeanjigglybean Posts: 1,584Member

    Release dates etc are still not confirmed but the first one is due early March. I was going to release one a week but that may be too much lol. So probably look at the beginning and end of each month.

    One of the titles you can find out about here

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  • RabidParrotRabidParrot Formally RabidParrot. Posts: 956Member
    edited February 2015

    @jigglybean

    I typically release on Thursday in the US. I see a bigger spike then.

    Make sure you have your app name and keywords in order. I can't stress how important this is.
    https://adwords.google.com/KeywordPlanner#search

    Make sure you have an app preview video.
    http://www.techsmith.com/techsmith-appshow.html
    People are more likely to download your app if they can see what they are getting.

    Keep the description short and sweet. State what the app does and why they should download it.

    Research screenshots. I've noticed that changing my screenshot set up from
    This,

    to this,

    has a big effect on downloads.

    If you are integrating Chartboost I would set up a Cross Promotion campaign. Obviously when you have more than one app on the market.

    Rate, shares and tweets work great.

    Make sure you test your game thoroughly. Nothing feels worse than waiting 6 days for a review just to find out you forgot one letter in your code. #fail

  • jigglybeanjigglybean Posts: 1,584Member

    It is interesting how spikes happen at certain times. On Amazon for example, it used to be a Wednesday but now its Saturday and sometimes Friday.

    Thanks to all for the tips

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  • jigglybeanjigglybean Posts: 1,584Member

    Thanks all for your feedback and input. Starting to make the final preparations right now ahead of the launch, which I will be delaying until the first week of April I think as I am just reworking the final level!

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  • AJaymzAJaymz Posts: 164Member, PRO

    @jigglybean Here is something confusing for a lot of people. Not sure if you are using iAds in your game, but if you are, do NOT click yes on this question. This is for 3rd party kind of advertising. iAds is part of Apple. This question is one of the final stages after submitting your game.

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