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Messages - DedReer

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1
iPhone / iPad / Android / Re: BLiP (#1 in 18 different countries)
« on: March 04, 2013, 01:45:01 am »
Sales after the promotion were pretty good and was at a constant for 1 week, then it started to tail off a bit. I was worried of going from free to paid and the game disappearing off the charts alogether but somehow it remained in the paid charts, sitting in the top 40.

Im pretty sure that's the reason why sales were at a constant and then sales tailed off when it started to drift down the charts and became harder to find.

2
iPhone / iPad / Android / Re: BLiP (#1 in 18 different countries)
« on: March 03, 2013, 03:04:15 pm »
Cheers spoogob :)

It's always been a paid app.  My pricing started off with the initial release @ £1.49/$1.99 and then I dropped the price to 69p/99c about a month after when sales dropped off. My reasoning was I could always drop the price if a tier 2 game didn't sell. 

After a couple of months I hit quite a few zero days @69p/99c, so I figured I'd make it free for a limited period, like 24-72 hours, and mention it across toucharcade forums, facebook, twitter, etc to try to drum up some interest.

[Having your game just sit there with no-one playing it is pretty depressing because all you really want is have people play and enjoy your game.]

Anyway, when it was free I would get an influx of anywhere between 2,000 to 10,000 downloads in a day. When it was put back to 69p/99c I might get a couple dozen paid downloads but would then tail off after a few weeks.

I remember the one day I got 10,000 free downloads, 7,000 were in China and another 2,000 or so were i the Asian market.  Only from looking at analytics I saw it had been featured on an Taiwanese App website.  I do have traditional and simplified Chinese metadata in the app store description which helps.

Apart from that the only notable gains were when App Gratis featured it.  BLiP was then visible on the App Store for the first time and just kept climbing up the free chart which was amazing and very surreal! :)

Marketing doesn't really come easy to me, I'm more interested in making games.  Trying to figure out how to make your app visible is one of the hardest hurdles I've come up against in developing games. 

PS - I'm originally from Ayrshire but live and work out of Edinburgh :)

3
iPhone / iPad / Android / Re: BLiP (#1 in 18 different countries)
« on: March 03, 2013, 01:41:35 pm »
Cheers Jon, added them just there :)

4
iPhone / iPad / Android / BLiP (#1 in 18 different countries)
« on: March 03, 2013, 01:28:19 pm »
Really thrilled my first Stencyl game BLiP got featured on AppGratis in January and managed to get over 400,000 downloads!!! 

http://itunes.apple.com/gb/app/blip/id517284999?mt=8

The game is a retro inspired challenging platform game for iPhone and iPad.  Inspired by platformers like Super Meat Boy, Mappy (an old Namco game) and the Impossible game, with soundtrack by Belle and Sebastian's Stuart David and Chris Geddes.

In a short space of time it shot up the charts globally reaching top 10 in 38 countries and #1 in 18 countries!

(My head was spinning that week.)

Since the promotion, lots of people got in touch with me suggesting ways I could improve the game.  I implemented those changes in the current version on the App Store and the game is much better for it.

Here's a freebie for fellow Stencylers out there - 20 BLiP promocodes up for grabs! Please tell your friends, rate on the App Store and help me spread the word about it.

9J7NHWWTNRHF
H47NJRW4TEXJ
MJMPNAMWAPTL
HPWAX9T37RKF
7A94NTMA3F33
34HFJKFXMTJW
LJ36THNXX4X3
P3PPTMJW4WTF
Y7YN4WKTJLF4
3ALYANRJWTY9
PW96KYNNYKJN
4WR6TKHTRR76
79WHK33KT6RN
9MPXM4T93EPE
T7APPW9XKEXE
K9W3WKFH6P7M
N6NRXR43PHJ7
TF7344KWMJAR
NWHHP7Y63E9A
6X97NJX7LRKT

Make a note which one you take for other downloaders.

Really hope you enjoy the game :)

It was made in 3-4 months by a one man team in wet and windy Scotland.

5
Thanks to those that have downloaded the game so far and enjoyed it, please don't forget to rate on the app store :)

6
iPhone / iPad / Android / Re: Candy Pop! on the App Store now!
« on: December 30, 2012, 05:32:24 pm »
Thanks to those that have downloaded the game so far and enjoyed it, please don't forget to rate on the app store :)

7
iPhone / iPad / Android / Re: Candy Pop! on the App Store now!
« on: December 22, 2012, 10:48:56 am »
Thanks so much Managa! The update was tricky but really pleased to have figured it out :)

8
iPhone / iPad / Android / Re: Candy Pop! on the App Store now!
« on: December 22, 2012, 06:47:57 am »
Update!

Candy Pop now has a new maths mode!  Great for training brains over the xmas period!

9
Old Bugs (1.x/2.x) / Re: [iOS] iAds freeze Stencyl games on iOS 6
« on: December 06, 2012, 08:38:55 am »
I have the same problem too, no idea why?

10
iPhone / iPad / Android / Re: Candy Pop! on the App Store now!
« on: November 07, 2012, 10:02:08 am »
Aiming to implement 'Gimme Sum Candy' this week which has a new educational maths based game mode

11
Also I'll be submitting an update that includes Retina graphics this week and improved memory performance, esp to those on iPod Touch

12
Thanks 8fifty2, glad u liked it :)

13
If anyone uses a promo code please just let others know so they know which ones are taken - thanks!

Chris

14
Thanks very much vikingpotato! :)

Hope you managed to grab a promo code


15
When the game was free I had a little over 9,000 downloads in a few days!

Now the games back on at 99c again I thought I'd give promo codes to the Stencyl community, there up for grabs so best get them while they're hot! :D
(Also, if you're able to, please rate on the AppStore)

MLMMNNWY9HPE
7E6AFP7WWKWK
TP49JP46RH44
M9L6E7HHRMAN
RMK7PX4PXTAW
73KJAJHA3KA9
X7A3TM44JXF6
T49EETPK9HRJ
EY7YFKT7AP3F
M9JHFM69NYAK
W43RJ7J7L9RA
M749H37YALJ6
TALTA64KWYRR
7K637R6439NK
6EPE4T74LJ69
9N94N73WPRWY
FWP44JLKRE7P
6MPHKKY6N7HF
7YAP3AFR7LA4
67W77NKYAJFN
 

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