Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411469 Posts in 69368 Topics- by 58422 Members - Latest Member: daffodil_dev

April 23, 2024, 08:02:48 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperBusinessReleasing on iOS free or paid version? And some promotion advices needed.
Pages: [1]
Print
Author Topic: Releasing on iOS free or paid version? And some promotion advices needed.  (Read 720 times)
fynteam
Level 0
*


View Profile
« on: January 21, 2017, 05:13:24 AM »

I made the game for Android https://play.google.com/store/apps/details?id=com.fynteam.knight&hl=en
Forum topic https://forums.tigsource.com/index.php?topic=58634.0
Players enjoy the game(judging by ratings) but installs per day is poor.
Should I try to release the game on iOS? Free or paid version is better?
And is it worth to try put the game on steam greenlight?
Also maybe you have some promotion advices.
Thanks for attention.
Logged
alexp
Level 0
***


Freelancer and game dev


View Profile WWW
« Reply #1 on: January 21, 2017, 02:02:43 PM »

That actually looks really nice - well done with the art etc - looks polished!

No harm releasing to iOS assuming it's made with Unity and easily portable.

How are you monetising the current game? In-apps/ads or is the game premium?

Premium is hard on iOS unless you are really well known studio. I'd go free with ads/in-apps.

Hope this helps.
Logged

Mahn
Level 0
***


View Profile
« Reply #2 on: January 21, 2017, 03:55:35 PM »

Looks a bit too casual for Steam IMO. Depending on how much work it is to port it to iOS (hopefully not much?) I would try a premium release there, then switch to free + ads if you feel there's no interest. Did you try to get word out though? Maybe contact some low profile mobile gaming press?
Logged
fynteam
Level 0
*


View Profile
« Reply #3 on: January 22, 2017, 02:52:47 AM »

That actually looks really nice - well done with the art etc - looks polished!

No harm releasing to iOS assuming it's made with Unity and easily portable.

How are you monetising the current game? In-apps/ads or is the game premium?

Premium is hard on iOS unless you are really well known studio. I'd go free with ads/in-apps.

Hope this helps.

Thanks for feedback.
Ads and IAP - my monetization model. In marketing I'm a zero. In unity forum I recive such answer:
"Apple's promoting a few premiums in the best new apps section pretty much every weeks now. It seems like they have established an objective in that regard. At least, that's what I believe. Perhaps it'd be wise to submit it as a premium while they're actively looking for them. Note, those are just my observations and nothing factual."
What do you think about it?

Looks a bit too casual for Steam IMO. Depending on how much work it is to port it to iOS (hopefully not much?) I would try a premium release there, then switch to free + ads if you feel there's no interest. Did you try to get word out though? Maybe contact some low profile mobile gaming press?

Thanks for advice. I tried to post my game to many app review sites but result is sad...
Logged
alexp
Level 0
***


Freelancer and game dev


View Profile WWW
« Reply #4 on: January 22, 2017, 09:29:51 AM »

Yea I would say Apple is more likely to feature a premium game. Good luck!
Logged

Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic