Drop by our contest at
TouchArcade and bookmark this thread. I'll give my best shot at analyzing how our contest influenced sales and whether or not it was a promotional success.
It's a competitive contest with some great prizes:
1st Prize: The new iPad with pirate-themed case.
2nd Prize: The Black Pearl - LEGO pirate ship
3rd Prize: Pirate-themed pocket watch and chain fob
I'm sure you guessed by now that it's a pirate game. With a childhood saturated by Sid Meier's Pirates, how could I resist?!
We also added a Braggin' Rights incentive so that players who have qualified for the prize draw have a reason to keep competing.
It is my contention that this sort of contest encourages more active participation than a simple "LIKE my facebook page" contest. We'll see how that goes.
I'm hoping this thread can act as somewhat of a guide on contests. If you've ever wondered whether a $1000 contest was worth it, but didn't want to risk the money on it, well you can risk my money on it in here! ;-)
Please feel free to be as critical as you like about the contest, but try to remain constructive. Hopefully by the end of the contest this thread will be able to guide other indie developers on how to better conduct a contest for a newly released game. It's tough to get noticed with only 7 Twitter followers lol . . .
Who am I? My name's Paul McPhee. I started out coding open source indie retro re-makes for the Uzebox console. If you're interested in retro gaming and piecing together your own console (hardware and software), check out the
Uzebox project and say hi in the forum!
Fans of Josh Whelchel's music might notice his talent in the Cutlass Cove promotional video at the TouchArcade link.
Best regards,
Paul