this game spent us 12 person,3 months to finish,and the best we got is 12 download a day in us. here is the game video and itune's info Ninja Chicken 1 want more fun? try ninja chicken 2:shoot'em up.Save the Ninja Chickens from the jaws of doom! With your godly finge… $0.99 Buy Now Watch Media Detailswant more fun? try ninja chicken 2:shoot'em up.Save the Ninja Chickens from the jaws of doom! With your godly finger, attempt to swoop them to the safety of their correct ninja zones while avoiding the robot chickens and removing the evil pigs.Are you Ninja Chicken enough to help?Features:- 40 levels, 8 stages- 4 difficulties to master- 3 star ranking system for each difficulty- Endless Mode- Egg switch- VS Mode- Treasure Hunts- Leaderboards- 80 Achievements to be unlocked!- VS Mode on 1 iPod/iPhone!video :http://www.youtube.com/watch?v=WO1yfv2S52Ilike this one? puck up Ninja Chicken HD with Co-op and more fun Information Seller: Genre:Action, Arcade, Family, Kids, Puzzle, Strategy Release:Jun 10, 2010 Updated:Nov 30, -0001 Version: Size:0.0 TouchArcade Rating:Unrated User Rating: (9) Your Rating:unrated Compatibility:HD Universal also a lite version,but still no use please tell me, why this game' sale so bad? is the name? the icon? the screenshot? the description? the gameplay? the music? the art style? or anything? please,I need some advices,thanks a lot Foursaken_Media Well-Known Member Patreon Indie Jan 17, 2010 3,421 30 48 Raleigh, NC http://www.foursakenmedia.com #2 Foursaken_Media, Jun 22, 2010 Honestly I think the game looks great with a lot of polish. The "problem", imo, with many games like this is that they end up targeting the same audience that 90-95%% of the entire app store attempts to target -- the casual, pick up and play crowd. While these games CAN succeed, there are so many of them that target the same group, its VERY rare that you become the next fruit ninja or angry birds or doodle jump. It is extremely difficult to stand out in this group, not to mention the casual gamer crowd (for the most part) is not the crowd to go out and research and find new and interesting games (so if you're not featured by apple, your chance for success is VERY slim). They're going to pick up whats on the new and noteworthy list or is ranked high. I personally think there is quite a living to be made in the middle ground targeting either the hardcore gamer, or the pick up and play "gamer" group (people who enjoy hardcore games, but in a pick up and play package because they just don't have the time to really game). Also there are several things you can still try, such as dropping to $.99 (we dropped from 2.99 to .99 and saw HUGE success for a solid 2.5 weeks). We have also just recently resurrected our game sales again having done the FAAD campaign... you could try something similar on your own by going free for a weekend. ArtCoder Well-Known Member Aug 10, 2009 264 0 0 Argentina http://www.oniricgames.com #3 ArtCoder, Jun 22, 2010 12 people, really? I think you should look into dividing your team into smaller groups and producing more games simultaneously. You won't earn enough to cover the costs otherwise... I can't say there's anything wrong with your game... Maybe the description could be better (you repeat the game name too much, and the text is not very engaging) or you could have a better icon (between the complex drawing and the OpenFeint logo, it's a bit hard to read); but probably, given the current state of the Appstore, your price point has a lot to do with it. There are a ton of these sort of casual games on the App Store for 99c or even free! So, unless you have "the next Doodle Jump" it's very, very hard to compete. For this type of highscore-based, no-levels games, I would only go for 99c (unless you have something really special). MrBlue Well-Known Member Sep 3, 2008 320 1 0 iPhone Developer http://www.DonomaGames.com #4 MrBlue, Jun 22, 2010 I think your game looks fine. It's only been out a week and there's still a chance of it getting featured. It took more than a month before I got one of my games featured. I also think the 12-person team is a bit too much. I hope they were working on tools and libraries that'll help you quickly pump out your next few games. Syndicated Puzzles Well-Known Member Jul 19, 2009 1,169 0 0 Victoria BC http://www.str8ts.com #5 Syndicated Puzzles, Jun 22, 2010 Kongzhong, Game design, game design , game design! Conveyer-belt four colour match system over and over again! Why bother having different levels when your group constantly uses the same delivery system. This game delivery system becomes annoying after a short while. Spice it up! So many other ways to deliver the motion of the chickens in this matching puzzle game. kongzhong Well-Known Member Jun 3, 2010 673 0 0 #6 kongzhong, Jun 22, 2010 thanks all guys, 12 people , half of them is part time ,but still, this game cost more than I have excepted. most time was spent on making animations of all the chickens,pigs to make them look cute and the game do have levels, its 8 stage now, and will add more,also "vs" mode, and I did try 2.99---0.99 thing, nothing happened I don't want to go free right now if some one could help me on the description? your name will be in special thanks we are working on the new update ,hope to bring something more. also working on ipad version which will bring more vs stage if anything I can do to make the game more fun, please tell me MindJuice Well-Known Member Sep 20, 2009 977 0 0 Vancouver, Canada http://www.mindjuice.net/charmed #7 MindJuice, Jun 22, 2010 Making your game "more fun" will not increase your sales. You already have what appears to be a very highly polished and fun game. If you can't make money with that, then you won't make money by adding more levels or additional gameplay elements. What you are missing now is just promotion. Nobody knows about your game. What have you done so far to promote your game? Press releases? Forum posts? Send emails to review sites? Twitter messages? Facebook page? You need as many people as possible promoting your game now. You might also consider approaching a publisher such as Chillingo or Freeverse. Even though you said you don't want to, I would also reconsider the "go free" route. It can really be a great way to get your app seen by a lot of people in a short time. Click the link in my signature below for information. kongzhong Well-Known Member Jun 3, 2010 673 0 0 #8 kongzhong, Jun 22, 2010 Last edited: Jun 22, 2010 Forum posts, yes, before and after the game launch.here in ta.also promo code give away Send emails to review sites? yes, but no one responsed so far and good site I can turn to? please tell me,thanks Twitter messages? yes, but till now, only 50+ followers,how could I make this number grow? Facebook page? yes, you can chick from my signature I still don't understand why go free will help the sales. MrBlue Well-Known Member Sep 3, 2008 320 1 0 iPhone Developer http://www.DonomaGames.com #9 MrBlue, Jun 22, 2010 Going free without promotion is suicide, don't do it. IMO, it's too early to consider going free. Give it a few more weeks and see if it gets picked up as a featured app. Now, if you had a comprehensive marketing strategy that includes going free on or near launch, then fine. But I don't think that's the case here. Example of going free: http://www.pocketgamer.biz/r/PG.Biz/Fling!/news.asp?c=20877 eev Well-Known Member Oct 26, 2009 1,958 0 0 Germany #10 eev, Jun 22, 2010 maybe add some funny dialogs like short comics? look at Highborn, actually not really humorous, but people seems to like it. as a buyer i would say that game lack some presentation. and it was already mentioned that description is a little bit boring. kongzhong Well-Known Member Jun 3, 2010 673 0 0 #11 kongzhong, Jun 22, 2010 there is a short comic in it, try lite version you will see it "lack some presentation" means? eev Well-Known Member Oct 26, 2009 1,958 0 0 Germany #12 eev, Jun 22, 2010 ops, have not seen comics in the sceenshots section, sorry. "lacks some presentation" means that description and trailer are somehow cold. the idea with several sceenshots on one page hides very nice visuals of this game also. well, that is just my 5 cents. kongzhong Well-Known Member Jun 3, 2010 673 0 0 #13 kongzhong, Jun 22, 2010 Last edited: Jun 22, 2010 already changed screenshot in itunes, but [appinfo[ seems still the same Blackharon Well-Known Member Mar 15, 2010 978 0 16 Game Designer for Ludia Canada http://www.clermonta.wix.com/gamedesign #14 Blackharon, Jun 22, 2010 /offtopic I remember when people gave 2 cents. /ontopic I think Forsaken hit the nail on the head. Most iPhone games cater to the casual gamer, and casual gamers don't do research to find more games. You're in a tough market, and I will be honest here, there is little about your game that really stands out from the rest of the market. The game itself seems good and the art is fun. But there is nothing that screams 'Look at me, Love me!' conrem Well-Known Member Mar 29, 2009 435 0 0 developer + student at medicine Moldova #15 conrem, Jun 22, 2010 imho great graphics not very challenging the price of such a game should be 0.99 kongzhong Well-Known Member Jun 3, 2010 673 0 0 #16 kongzhong, Jun 22, 2010 yes, it's start with 0.99, no use at all about challenging, two more mode is coming ElectricGrandpa Well-Known Member Sep 5, 2009 344 0 0 Game Developer Brampton, Ontario http://matt-rix.com #17 ElectricGrandpa, Jun 22, 2010 Really, this game doesn't look that bad, so I wouldn't blame your actual game at this point, it's everything else that'll need some work. Your trailer is actually pretty good, but a couple notes: Don't play the game with a mouse in the trailer, use something like SimFinger. I used SimFinger and made a cursor out of a photo of my finger for the Trainyard trailer. I think it gives the simulator a much more realistic look, I've actually had people ask whether it was the simulator or a real video, hah. Also make your Trailer a LOT shorter. Make it like 1:30 at the most, and don't show every single little feature. You don't need to say "cute animations" or "funny sounds", they should be able to see that from the video. Nobody is gonna watch the full 2 minutes, most people will probably watch the first 30 seconds or a minute. I think this type of game is also a prime candidate for a "free app a day" type campaign. Perhaps figure out some way to make it free, but include bonus content as in-app-purchase. I know the though of making no money is scary, but sometimes it's good to just get your app in the hands of lots of users so they can promote it to their friends. For your description, I'd say put your features list at the top. The quotes you have right now "from toucharcade users" are just weird. Don't even bother including them. Shorten your description to only the parts you actually really want users to read, or else they may spend time reading the parts that don't matter. That means you should take out the "rules" section. People will learn the specific rules when they play, just give them a general idea in the description. Ok, now the most important parts: price and marketing. A game like this HAS to be $0.99 - It really doesn't matter how much work went into it or how polished it is, it's a $0.99 game mechanic that'll mostly appeal to $0.99 users. This is the kind of game where once it's high up the charts, it'll stay there for a little while, but getting it there will be very tough. If Apple features it, that'll help a ton, but you can't count on that. You've gotta make updates and send promo codes to all the blogs, you've gotta get lots of users to write app store reviews of it(that's what will really help you). The app store is not a "make a game and they will come" place. Marketing is the hardest part! It will take time and a lot of HARD WORK, but eventually you may "hit it big". All it takes is one feature by Apple and you could be doing much much better. There are also hundreds of thousands of apps in the app store. Some apps will just never make it, so don't put all your eggs in one basket(I know it's hard not to). That said, it's only been a week, even the biggest games(ex. doodle jump), often take months to really get popular. Keep working and improving on your game, add more features, make the users that DO buy it really really happy, so that they tell everyone they know about it. kongzhong Well-Known Member Jun 3, 2010 673 0 0 #18 kongzhong, Jun 22, 2010 ElectricGrandpa,thanks a lot, I will try the tolls you mentioned to make the new video of the coming update.and also mave features to the top of the description.price will go back to 0.99 at the right time but still free the game is not an option for me right now, maybe when another game out,I can free one to promot anyway, thanks very much Throndor Member May 19, 2010 6 0 0 #19 Throndor, Jun 22, 2010 Man, this is sad or what. My humble opinions would be; -Do not make any changes to the game. It's a nicely finished game that already has everything it needs. -Never give up. "Marketing" is the name of the game and I've heard many examples of late success with a little luck and good marketing. -12 people are just too many for your game. Reconsider your resource management when planning your next game. -Do not get sad quickly. There is no market in the world that a producer has the ability to anticipate the exact consumer reaction before the product hits the shelves. It is partially a matter of chance. Produce more and raise the odds for one of them to succeed. There is nothing like "good games always do sell". ElectricGrandpa Well-Known Member Sep 5, 2009 344 0 0 Game Developer Brampton, Ontario http://matt-rix.com #20 ElectricGrandpa, Jun 22, 2010 Again, this is absolutely the key. If you believe in your game, AND you're hearing good things from your users, it's only a matter of time before you do really well. Whenever you get complaints, do you best to fix the issues that cause them. Just keep pushing it. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 6 1 2 3 4 5 6 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. 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Honestly I think the game looks great with a lot of polish. The "problem", imo, with many games like this is that they end up targeting the same audience that 90-95%% of the entire app store attempts to target -- the casual, pick up and play crowd. While these games CAN succeed, there are so many of them that target the same group, its VERY rare that you become the next fruit ninja or angry birds or doodle jump. It is extremely difficult to stand out in this group, not to mention the casual gamer crowd (for the most part) is not the crowd to go out and research and find new and interesting games (so if you're not featured by apple, your chance for success is VERY slim). They're going to pick up whats on the new and noteworthy list or is ranked high. I personally think there is quite a living to be made in the middle ground targeting either the hardcore gamer, or the pick up and play "gamer" group (people who enjoy hardcore games, but in a pick up and play package because they just don't have the time to really game). Also there are several things you can still try, such as dropping to $.99 (we dropped from 2.99 to .99 and saw HUGE success for a solid 2.5 weeks). We have also just recently resurrected our game sales again having done the FAAD campaign... you could try something similar on your own by going free for a weekend.
12 people, really? I think you should look into dividing your team into smaller groups and producing more games simultaneously. You won't earn enough to cover the costs otherwise... I can't say there's anything wrong with your game... Maybe the description could be better (you repeat the game name too much, and the text is not very engaging) or you could have a better icon (between the complex drawing and the OpenFeint logo, it's a bit hard to read); but probably, given the current state of the Appstore, your price point has a lot to do with it. There are a ton of these sort of casual games on the App Store for 99c or even free! So, unless you have "the next Doodle Jump" it's very, very hard to compete. For this type of highscore-based, no-levels games, I would only go for 99c (unless you have something really special).
I think your game looks fine. It's only been out a week and there's still a chance of it getting featured. It took more than a month before I got one of my games featured. I also think the 12-person team is a bit too much. I hope they were working on tools and libraries that'll help you quickly pump out your next few games.
Kongzhong, Game design, game design , game design! Conveyer-belt four colour match system over and over again! Why bother having different levels when your group constantly uses the same delivery system. This game delivery system becomes annoying after a short while. Spice it up! So many other ways to deliver the motion of the chickens in this matching puzzle game.
thanks all guys, 12 people , half of them is part time ,but still, this game cost more than I have excepted. most time was spent on making animations of all the chickens,pigs to make them look cute and the game do have levels, its 8 stage now, and will add more,also "vs" mode, and I did try 2.99---0.99 thing, nothing happened I don't want to go free right now if some one could help me on the description? your name will be in special thanks we are working on the new update ,hope to bring something more. also working on ipad version which will bring more vs stage if anything I can do to make the game more fun, please tell me
Making your game "more fun" will not increase your sales. You already have what appears to be a very highly polished and fun game. If you can't make money with that, then you won't make money by adding more levels or additional gameplay elements. What you are missing now is just promotion. Nobody knows about your game. What have you done so far to promote your game? Press releases? Forum posts? Send emails to review sites? Twitter messages? Facebook page? You need as many people as possible promoting your game now. You might also consider approaching a publisher such as Chillingo or Freeverse. Even though you said you don't want to, I would also reconsider the "go free" route. It can really be a great way to get your app seen by a lot of people in a short time. Click the link in my signature below for information.
Forum posts, yes, before and after the game launch.here in ta.also promo code give away Send emails to review sites? yes, but no one responsed so far and good site I can turn to? please tell me,thanks Twitter messages? yes, but till now, only 50+ followers,how could I make this number grow? Facebook page? yes, you can chick from my signature I still don't understand why go free will help the sales.
Going free without promotion is suicide, don't do it. IMO, it's too early to consider going free. Give it a few more weeks and see if it gets picked up as a featured app. Now, if you had a comprehensive marketing strategy that includes going free on or near launch, then fine. But I don't think that's the case here. Example of going free: http://www.pocketgamer.biz/r/PG.Biz/Fling!/news.asp?c=20877
maybe add some funny dialogs like short comics? look at Highborn, actually not really humorous, but people seems to like it. as a buyer i would say that game lack some presentation. and it was already mentioned that description is a little bit boring.
ops, have not seen comics in the sceenshots section, sorry. "lacks some presentation" means that description and trailer are somehow cold. the idea with several sceenshots on one page hides very nice visuals of this game also. well, that is just my 5 cents.
/offtopic I remember when people gave 2 cents. /ontopic I think Forsaken hit the nail on the head. Most iPhone games cater to the casual gamer, and casual gamers don't do research to find more games. You're in a tough market, and I will be honest here, there is little about your game that really stands out from the rest of the market. The game itself seems good and the art is fun. But there is nothing that screams 'Look at me, Love me!'
Really, this game doesn't look that bad, so I wouldn't blame your actual game at this point, it's everything else that'll need some work. Your trailer is actually pretty good, but a couple notes: Don't play the game with a mouse in the trailer, use something like SimFinger. I used SimFinger and made a cursor out of a photo of my finger for the Trainyard trailer. I think it gives the simulator a much more realistic look, I've actually had people ask whether it was the simulator or a real video, hah. Also make your Trailer a LOT shorter. Make it like 1:30 at the most, and don't show every single little feature. You don't need to say "cute animations" or "funny sounds", they should be able to see that from the video. Nobody is gonna watch the full 2 minutes, most people will probably watch the first 30 seconds or a minute. I think this type of game is also a prime candidate for a "free app a day" type campaign. Perhaps figure out some way to make it free, but include bonus content as in-app-purchase. I know the though of making no money is scary, but sometimes it's good to just get your app in the hands of lots of users so they can promote it to their friends. For your description, I'd say put your features list at the top. The quotes you have right now "from toucharcade users" are just weird. Don't even bother including them. Shorten your description to only the parts you actually really want users to read, or else they may spend time reading the parts that don't matter. That means you should take out the "rules" section. People will learn the specific rules when they play, just give them a general idea in the description. Ok, now the most important parts: price and marketing. A game like this HAS to be $0.99 - It really doesn't matter how much work went into it or how polished it is, it's a $0.99 game mechanic that'll mostly appeal to $0.99 users. This is the kind of game where once it's high up the charts, it'll stay there for a little while, but getting it there will be very tough. If Apple features it, that'll help a ton, but you can't count on that. You've gotta make updates and send promo codes to all the blogs, you've gotta get lots of users to write app store reviews of it(that's what will really help you). The app store is not a "make a game and they will come" place. Marketing is the hardest part! It will take time and a lot of HARD WORK, but eventually you may "hit it big". All it takes is one feature by Apple and you could be doing much much better. There are also hundreds of thousands of apps in the app store. Some apps will just never make it, so don't put all your eggs in one basket(I know it's hard not to). That said, it's only been a week, even the biggest games(ex. doodle jump), often take months to really get popular. Keep working and improving on your game, add more features, make the users that DO buy it really really happy, so that they tell everyone they know about it.
ElectricGrandpa,thanks a lot, I will try the tolls you mentioned to make the new video of the coming update.and also mave features to the top of the description.price will go back to 0.99 at the right time but still free the game is not an option for me right now, maybe when another game out,I can free one to promot anyway, thanks very much
Man, this is sad or what. My humble opinions would be; -Do not make any changes to the game. It's a nicely finished game that already has everything it needs. -Never give up. "Marketing" is the name of the game and I've heard many examples of late success with a little luck and good marketing. -12 people are just too many for your game. Reconsider your resource management when planning your next game. -Do not get sad quickly. There is no market in the world that a producer has the ability to anticipate the exact consumer reaction before the product hits the shelves. It is partially a matter of chance. Produce more and raise the odds for one of them to succeed. There is nothing like "good games always do sell".
Again, this is absolutely the key. If you believe in your game, AND you're hearing good things from your users, it's only a matter of time before you do really well. Whenever you get complaints, do you best to fix the issues that cause them. Just keep pushing it.