I've just added Open Feint to the only app I have that seems to be an appropriate fit (it's in review now). Has anyone else integrated open feint and found a meaningful sales bump?
This app has been on the store since September 2008, and I'm only just now getting round to an update! lol (feel badly about that). I'm only selling a couple copies a day of the little .99 center, but I thought it would be worth a day or two to add OF and see what happens.
Just curious to hear your horror stories / success stories... Thanks guys.
I think OpenFeint is really only useful for games that have a strong competitive factor in them. While it make you a million dollars, it will be a strong sales point to sway the user in buying your app.
I think OpenFeint is really only useful for games that have a strong competitive factor in them. While it make you a million dollars, it will be a strong sales point to sway the user in buying your app.
I went all out, figured if I was gonna do OpenFeint, may as well do it right. Put the badge on the app icon, using lots of achievements, leaderboards, facebook / twitter integration. Put up some in-game forum sections, the whole nine yards. It was pretty time consuming, but why go half way right?
Guess I'm saying that if the needle doesn't even move after my OF experiment, then it probably bodes poorly for the value of OF in general.
I'm planning to add OF support in my game for the next release and I hope it will help with sales (the new game mode will work perfect with OF for the leaderboards)
__________________ My Games: My Blog 13" Macbook Air 1.7Ghz Core i5, 4GB DDR3, Intel HD Graphics 3000 iPhone 4S - PSPGo - 3DS - Wii - PS3 - 360
Hey Guys,
Jason here from Aurora Feint. Just wanted to say that if you're not happy with the performance of your title after adding OpenFeint, please let me know. We have lots of marketing programs that can help boost your game up and get it visible! Especially Free Game of the Day - Brought to you by OpenFeint -- many of the games in the top 10 free list were recently promoted there.
Oh, and thanks for supporting us. Very much appreciate it! If anyone has any questions or anything off topic, feel free to email me jasonataurorafeintdotcom or find me on twitter (@jasoncitron)
Best,
- Jason Citron
- Founder & CEO, Aurora Feint
I think it's great, don't expect it to magically make a cruddy game (I am NOT saying the OP's game is bad since I don't even know what it is) sell millions of copies, but it certainly adds some extra replay value to your app by giving users a way to compete against each other and it provides a way for you to build a community. The latest version with the forums is pretty cool, especially the developer announcements, it's a nice way to communicate with your users.
Oh, and thanks for supporting us. Very much appreciate it! If anyone has any questions or anything off topic, feel free to email me jasonataurorafeintdotcom or find me on twitter (@jasoncitron)
Best,
- Jason Citron
- Founder & CEO, Aurora Feint
Nicely done Jason. I've enjoyed just simply playing your games... so thanks for everything you guys have done for the iPhone platform. I'll keep the forum posted on my experiences, which have been very positive so far.
Hey Guys,
Jason here from Aurora Feint. Just wanted to say that if you're not happy with the performance of your title after adding OpenFeint, please let me know.
Well, it's been a few days since the Open Feint enabled version of my app went on sale. Remember that this little .99 cent app had gone >1 year without any updates or attention from me and had dwindled to a trickle of sales per day, usually between 1-5 units. With OF I have seen a modest improvement, but not enough data to make conclusions. I was hoping that the app's installed base (which is now respectable, >1k users) would update to OF and start showing up in their social space with my little app next to their name everywhere.
The only problem is that the iPromote system doesn't work for my App, and emails to tech support / post on the dev forum haven't yet gotten a response. On most OF apps, clicking on a user will show a sales page for the app they're currently using, but my app (and a few others I've noticed) doesn't show it's sales info page. I don't know how much iPromote would help, but with a decent installed base it might be of some value to me.
Anyhow, I like the tech, and intend to do more with it. But if I don't ever get iPromote working there will be limits to the amount OF can help me I suspect. I'll post more when I have more sales data to study.
Last edited by hobbyCoder; 03-03-2010 at 07:18 PM.
Reason: the joy of typos
First, I apologize for my stupidity. The iPromote bug I complained about earlier was my own fault-- what I like to call a B.U.D. error (bad user on device). You don't see your app's promotional page if you already own a copy, open feint instead shows you the more relevant achievements and leaderboards. For people who DON'T have my app, the sales page works fine.
Second, re: sales results. I've seen marginal improvements in my sales numbers, but when you're only moving 1-5 units a day it's hard to be sure of any data. I'm working on price adjustments next and trying my best to keep the variables separate.
Verdict: Open Feint is fun, easy to integrate, and seems to have some impact on sales of your app if used as they recommend. I would encourage other devs to go ahead with their implementation of OF.
I also experienced a modest but not great increase. Finally today my app appeared on the OF catalog. But I'm not waiting to use my second secret weapon: an in-game toilet. Jk.. a lite version. I hope to increase exposure with it.
I said no to encryption also. And no, OpenFeint hasn't given me ANY increase in sales. In fact, since the OF update, sales are down. I'm sure it's a coincidence, and I don't think OF cost me sales, but it certainly hasn't helped them any.
It's now a week that my openfeint update is live.
I've seen no increase in sales.
Still it's fun to see the highscore list increase
I'm in complete awe of the scores some people are getting. They must be playing the game all day
From my stats I see that only 10% of my users are activating openFeint. Which is much lower than I thought.
Is this the average openFeint conversion rate?
__________________
Work like a slave, live like a king.