We spent $0 on promotion. We uploaded the app to the app store, and a week later uploaded a LITE version of the app. Things just built up. I think the keys was that it started appearing in the top 100 list of Kids Games, then top 100 of Action Games, and eventually top 100 of All Games, though it never make Top Apps (though we are pretty sure it got close the weekend it made it to #1 kids game in the US.
It HAS been top 100 of All Apps in some countries... in fact, even this week it has been the #1 Kids game in 3 different countries, and has been in the top 100 of all apps in several countries as well (just not the US).
I guess it was just a lot of luck involved. We were never promoted / featured by Apple, and we never ran any of our own promotions.
We have since tried promoting our newest game (Patternz), but that has not produced much success which is kind of sad because we think the production value of Patternz is very nice, and as I mentioned in another thread, the Average user play time on Patternz has been > 19 minutes per session whereas Bug Squash is in the 6-7 minute range. You would think people would see a higher value in a 99 cent game that you get 19 minutes of play from on an average session.
Guess it's all a learning process to see what works and what doesn't.
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