I don't pretend to know much about the iphone game market, but I can't imagine that these ads will help your position much.
Ask HN: Our iPad game hit top 30 in free games, how do we keep the momentum?
31–40 of 41 posts
Re: Ask HN: Our iPad game hit top 30 in free games, how do we keep the momentum?
#32A couple of thoughts.
Tracking: - If you are not yet tracking your users, start doing that (Google Analytics, Flurry, etc.). The analytics will give you great insights into user behaviour, retention, churn rate, segmentation, etc. Use the data to decide what you should focus on next (e.g. if the user engagement is too low, try focusing on that).
ASO - Optimize keywords to ensure that you are ranking in the top 10 for each of your keywords. I have written a series of blog posts about this topic (http://blackboardmadness.com/blog/app-store-optimization-aso...) and also developed my own keyword selection/scoring model. I'd be happy to help with this (szilard at blackboardmadness.com).
- Optimize file size: got a warning on the Android Play Store that the file size is very large (probably wouldn't prioritize this too high at the moment, though)
Review/ Rating: - Allow users to rate your app from inside the game (e.g. use Appirater to prompt users to rate after X app sessions)
Social Integration: - Deep FB integration (add an invite friends button, post achievements, FB leaderboard integration as in Dots)
Good luck!
Re: Ask HN: Our iPad game hit top 30 in free games, how do we keep the momentum?
#33I developed a short-lived minor hit game several years ago which topped out at #3 on the U.S. App Store overall free chart, right behind the Facebook app. At the time that represented about 50-60,000 downloads a day; I assume it would be considerably more now. That app was languishing in the nether regions of the App Store until we got press on some Gawker properties at which point it absolutely exploded. It was then…
Re: Ask HN: Our iPad game hit top 30 in free games, how do we keep the momentum?
#34That being said I would keep very close attention to reviews. (I use appfigures to keep track of that) and fix very quickly everything that should not be. Even though we were #2 there were a few bugs reported via the review system and there is a lot of people that are kind enough to let you know,
If you have a tool like crashalytics thats even better.
Congratulations!
Re: Ask HN: Our iPad game hit top 30 in free games, how do we keep the momentum?
#35Re: Ask HN: Our iPad game hit top 30 in free games, how do we keep the momentum?
#36Interesting name, there is already a game with the exact same one released in 1997 from Maxis [now EA]: http://en.wikipedia.org/wiki/Marble_Drop . Good luck.
Re: Ask HN: Our iPad game hit top 30 in free games, how do we keep the momentum?
#37Interesting name, there is already a game with the exact same one released in 1997 from Maxis [now EA]: http://en.wikipedia.org/wiki/Marble_Drop . Good luck.
I would think that EA would probably exercise their copyright and any trademarks they have on the Marble Drop name. Anyone have possible insight to this?
Re: Ask HN: Our iPad game hit top 30 in free games, how do we keep the momentum?
#38Re: Ask HN: Our iPad game hit top 30 in free games, how do we keep the momentum?
#39Your buttons doesn't work for me on Chrome 36 / Mac OSX: http://www.gfycat.com/OptimisticGrossAegeancat
Offtopic, but which tool do you use to capture videos like this? I've been meaning to find one. EDIT: I'm getting the feeling there might be a niche market for a cross-platform program that does this. QuickCast is slick, but Mac-only. Simplescreenrecorder works, but it's Linux-only. Running ffmpeg console commands might work, but it's a bit esoteric. Nvidia has a tool, but only for Nvidia card owners. And QuickTime i…
(I also have LiteCap, QuickCast, ... but there are all really bad)
Re: Ask HN: Our iPad game hit top 30 in free games, how do we keep the momentum?
#40Congratulations on the success! Getting a mobile game noticed isn't easy anymore. I'd say your top priorities should be (in this order): 1. Keeping your existing players as long as possible (Retention) 2. Making money (Monetization) 3. Getting new users in the door (User Acquisition) It's a tough environment right now, and you can easily spend all your profits on marketing--so you have to make sure you're maximizing…