What everyones first day sales looked like?

Discussion in 'Public Game Developers Forum' started by Scraff, Jan 27, 2012.

  1. DomAjean

    DomAjean Well-Known Member

    Aug 25, 2011
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    You see, that's exactly the kind of mistakes that a lot of developers do...it's sure if you release an unfinished game, there's a chance that the interest around it will be less important; less good reviews, less chances of getting N&N or What's hot, less chances of getting downloads and less people that will rate your game... and if there is any, will they rate it good?

    It's like making music, when I compose something and that it is not completely finished and polished, people tend to be more negative than positive in their critics...so just think about it twice before releasing something that you could improve!
     
  2. Memir

    Memir Member

    Jan 26, 2012
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    Software Dev.
    London, UK
    Even though the Lite version was rushed, still got some impressive reviews. Only one guy rated it 3 stars, and that's because it crashed on his iPhone 3G , a bug which I've now fixed in the Full version. Also someone in Germany gave it 1 star and just wrote "garnicht gut", whether that's German for "I was playing the game while driving, and crashed my car, so I'm going to give it 1 star", I don't know.

    I could've thrown a bit more in the Lite version, but I think it had enough as a taster. But under normal circumstances, I would've released the Lite & Paid version at the same time. But I don't know how much damage that caused.

    Considering most of the comments on Turtle Trench Lite were effectively "Great Game, wheres the full version?". I wonder if I release an update of the Lite version, with an Ad saying get the full version now. It may drive more traffic (people with the game already will get the update, check the game out and realise there is a full version available too).
     
  3. aviadbd

    aviadbd Well-Known Member

    Apr 26, 2011
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    Software n' stuff
    I just released Firewall a few days ago and it has been 2-3 sales a day, the first day's 2 were mine. :) :(
    I didn't advertise the fact I released it so much (I still didn't make a big post about it here, for example, only announced that it was Going to be launched), and I didn't use any social media etc. I might do soon - and maybe it'll change things.
     
  4. aviadbd

    aviadbd Well-Known Member

    Apr 26, 2011
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    Software n' stuff
    Heh, I was one of the first ones, I think. :)

    It was just extremely unique, but I can't remember where I saw it to make it so visible..?
     
  5. Scraff

    Scraff Well-Known Member

    Aug 1, 2011
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    Is this free version or paid?
     
  6. solly747

    solly747 New Member

    Oct 6, 2012
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    I releasediContact on Thursday the 4th and got 9 downloads a day for both days so far. It's a paid app at $1.99 and also my first app as well. I'm about to release the free version when apple approve it, which has a limit of 5 contacts.
    Pretty pathetic effort I think at 9 a day.
     
  7. JasonS

    JasonS Well-Known Member

    Mar 4, 2010
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    Game Dev @ Fun Mob Games
    Australia
    ^ I agree with this. Reason being, the whole point of a LITE version is to give purchasing players a chance to try before they buy. If they liked your game and wanted to buy it and it's not available, you've lost a sale. With the large amount of releases on iOS, it's most likely that they will forget about your game and move on(remember short attention spans).

    The only other benefit of a lite version is to push ads.

    It's better IMHO to release the FULL version first or at the same time as the LITE, otherwise your just advertising a product your can't sell.

    Your hype should be made and maintained through other channels, not by releasing "unfinished" versions of your game (unless you state to the player they are basically a beta tester).
     

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