What is the most optimal way to marketing iPad games for an indie game developer ???

Discussion in 'iPad Development' started by dreamerdonkey, Dec 31, 2012.

  1. dreamerdonkey

    dreamerdonkey
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    Hi, I am a new iPad game developer. We just beginning to develop game for iPad from March 2011 But the problem is our game development team is too small and not experienced and our financial background is also not that strong. We already develop some game which are available in iTunes for free. But they are not that popular and their number of download is also not good. So I need really some good advice from the community. I found many post under thread Marketing. But most of the opinion there is not fit for us. So I urge for your good opinion and suggestion about the marketing policies for indie game developer like us. Thanks in advance.
     
    #1 dreamerdonkey, Dec 31, 2012
    Last edited: Dec 31, 2012
  2. twerppoet

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    Haven't read it myself, but from what I hear the book Pitch Perfect by Steven Sande and Erica Sadun would be worth your time. It's available both for iBooks and Kindle.

    Hold in mind the reason I haven't read it is because I'm not a developer. Even so, it's on my non-fiction short list.
     
  3. dreamerdonkey

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    Thanks mate. Really appreciate your help.
     
  4. twerppoet

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    No problem. If you end up getting and reading it, please let us know what you think.
     
  5. dreamerdonkey

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    Okay, that book was good and provide some really useful information. I also do a little search over Google. But at end I understand one thing and that is its really require tremendous effort to introduce an apps individually. I try to write a blog about this fact (I am really not good at blog writing) but though if you really want to get a look at it, here is the link:

    [Moderator edit: Removed link to blog. Please read our rules. Thanks.]

    Let me know if it help you any way. And provide feedback. Your valuable suggestion is always welcome. :D
     
    #5 dreamerdonkey, Jan 6, 2013
    Last edited by a moderator: Jan 6, 2013
  6. twerppoet

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    Thank you for the feedback on the book. It's now moved several places up on my shopping list. :)

    Good luck with your app.
     
  7. peterjonh

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    You can search more app to help you create a app for iPad or iPhone on Google and free. Good uck
     
  8. dreamerdonkey

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    Sorry, I don't understand what are you talking about. How can any others created app is going to help me. Can you explain a bit.
     
  9. Dragonbone

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    An article

    I have worked out with the same problem, cause my brother is an indie coder. There is a list of timeline you should follow.

    1) Begin game development
    2) Launch Twitter feed
    3) Announce project (press release to specialist sites and GamesPress.com)
    4) Offer a limited amount of assets to specialist press (a trio of screens or teaser trailer)
    5) Submit game to Apple for approval
    6) Announce the game’s submission via Twitter and to specialist press
    7) Request advertising/media packs from specialist media sites
    8) Game gets approved. Don’t release it yet (ties into marketing)
    9) Negotiate price and placements of adverts across as many sites as your budget affords
    10) Offer an exclusive to a chosen media partner (trailer? Screenshot blowout?) Either way this is your last chance to raise awareness before reviews.
    11) Design and construct your ads. Include call to action and company logo etc
    12) Distribute promo codes / ad hoc builds for review purposes. Set an embargo and agree review publishing dates where possible.
    13) Make sure any advertising is queued up and ready to go live a few days before launch
    14) Release game onto App Store
    15) Co-ordinate review coverage and any takeover ad placements
    16) Support game with promo code giveaways over Twitter or via specialist press


    List by Chris Thomas is the founder of AppGamer.net.
     
  10. zellhuang

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    hi donkey, I'v met the same problem as you. I think twitter is a good tool to marketing your game.
     

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