A Case Study of Piston Game's iOS Success on the Apple Store
Here is a post from Reddit User and Piston Games member brainsolid explaining their success of their iOS game Gemibears. It is an excellent list of marketing advice that distills months and years of experience into a bite-sized piece and the thoughts applied here can be extended to any App, not limited to games.
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We here in Piston Games just launched Gemibears for iOS and after few days break through to top paid 25 overall in US.
http://itunes.apple.com/us/app/gemibears/id471855200?mt=8
This was really hard and interesting, so I would like to share with
you our experience. There are 10 steps to get top paid 25 overall in US:
1) Make a great game and prepare great marketing
You need to spend on marketing as many time as you spend on development.
Bad app can be pulled to top by great marketing, but when your campaign
will end — app will be dramatically dropped down. This is what you see
every day in top free charts with lot of farms that makes rocket jump
because of great marketing and falling to nowhere another day. So you
must make great game.
2) Test your gameplay
But game must be great not just for you — because what you make is
already great, otherwise you wouldn't do it, right? Every developer just
love his game because it's like a child and sometimes you just not
strict enough to your child. So test your game a lot — give it to your
friends or even strangers. And don't ask anything — just look at their
reactions and make conclusions about mistakes and advances.
3) Catch all bugs
Test game on different devices and firmwares. The worst thing you can
have is a great game with bad review, because of some bug. Don't release
unfinished product. And have some support page, like getsatisfaction,
so people will tell your about bugs not by App Store reviews, but on
your support page.
And if you miss some bug — use
expedited review. You can use it once a year, but it really helpful — about one day and update with fixes will be on App Store.
4) Don't make lite version
It's boring and player will have to pass through same levels in full
version if he buy it. But you need free version for players who would
like to try your game! So make something special — we call it Gemibears
Mini. It's free prequel for Gemibears, it have completely different
planets, levels and additional game mode — all these features are
original and don't appear in paid version. Same way was made Trainyard
Express and Hambo Begins. Different content for free is a best way to
show your game and have positive response from players, because you
don't cut anything from the game — you add something new to it.
Remember that your paid and free (not light!) versions — are separate
products. Free will help you with promotion of paid, but you need to
promote free somehow. So plan your marketing for both free and paid
versions.
5) Cross promo and ad
Make cross promo with other cool games. Gemibears have promo screens,
buttons and so on in different games from our friends. This is not about
money, more about your connections. Send email with cross-promo
proposition to games you like, or even travel to another city for
meeting with their developers. Because support from other great games
will give you lot of downloads.
Connect all your previous games by some cross-promo module. You can
make in house solution or use something like chartboost — but 3rd party
solutions are not flexible at all.
Use paid ad — but use it carefully. Buy iOS ad ONLY. No web, no
magazines, videos or anything else outside device. You can buy installs
for free app in
chartboost or buy ad spot directly in Backflip, EA or Zynga games using
Burstly, but be careful planning your budget.
6) Make something that will generate new users from inside of your game
We have twitter community in Gemibears and Facebook connect in Gemibears
Mini. Both give an option to attract new players, because community is
always great idea and attract new people, and by connecting your friends
to the game you can gain additional content.
7) Make all marketing efforts in one day
Don't spread it for month or even week. We release Gemibears few days
before all marketing and have no downloads at all. But after using all
marketing that we prepare in just 3 days — top 25 occupied!
8) Icon, screenshots and trailer
You need a genius icon. Most of people make decision about buying or not
your game just by looking at it icon. We make about 26 different
variants of Gemibears icon before we considered it good enough. Great,
to be honest.
Other really important part — App Store screenshots. Actually, they
aren't just screenshots — they are banners. Most of people don't read
description, so take each screen and tell about key game features on it.
Be brief and persuasive. Not "unique gameplay", but "match-2" — this is
truly unique!
Official trailer.
If you don't make it — some youtube teen will record video from shaking
hands and all people will see the game as it looks at this video.
9) After release buzz
Don't underestimate any additional free buzz that you can make. Register your game in
Facebook App Center if you have any fb functionality. Submit your icon (it's must be great, do you remember?) to
iOS icon gallery sites. Make TouchArcade forum post — in upcoming section before release, in discussions right after or even make some contest!
Don't expect Apple feature on App Store. You can't control featuring
process, so concentrate on making great game and marketing.
Don't expect Press will admire your game for first time, even if you
have a great game. Press and blogger like success stories, so you will
have press after success, not before it.
But you have to write to everyone. Make not just text letter, but
some custom html template or at least image banner for header of the
letter. This way we have TUAW game of the week for our previous The
Screetch game. They ignore our text letter with promocode, so we make
nice-looking picture, send a latter again and — it works!
10) Write useful post on Reddit!
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The thing I find the most interesting is that they spend a large chunk on advertising in one big go in a highly targeted way - bid to spend as much as fast as possible in a short period of time dedicated to users on Apple iOS mobile devices - a PPC approach that embraces the fleeting popularity of mobile games. Brilliant.