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Generating more sales
#86725
08/19/06 17:19
08/19/06 17:19
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
OP
Senior Expert
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OP
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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I've now released the full edition for my 2D game. However, the only way I can seemingly get sales is from my website only and since my website has almost no traffic (one unique visitor every two days on average, barely 250 MB bandwidth per month if avatars on forums and posting screenshots for forums and E-mails are taken out). This is a very unworthy way to selling my 2D game. What methods, short of paying a huge fee for advertising, can I use to help generate more sales.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Generating more sales
[Re: ulillillia]
#86726
08/20/06 10:32
08/20/06 10:32
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Joined: Mar 2002
Posts: 7,726
old_bill
Senior Expert
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Senior Expert
Joined: Mar 2002
Posts: 7,726
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There are plenty of websites for free games out in the web, put your free edition onto them, so possible customers can check out the demo and buy the full version later if they like.
And search for a thread from Romac, he had some good points about how to get attention without having a large budget for advertising.
old_bill
Success is walking from failure to failure with no loss of enthusiasm.
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Re: Generating more sales
[Re: ulillillia]
#86727
08/20/06 15:12
08/20/06 15:12
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Joined: Aug 2002
Posts: 681 Massachusetts, USA
Ichiro
User
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User
Joined: Aug 2002
Posts: 681
Massachusetts, USA
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I'd do these things: 1. Write up a press release announcing your game (check out the articles at http://www.dpdirectory.com/3newsltr.htm ). There are PR distribution services, but you can distribute a release yourself by gathering e-mail contacts for editors of magazines and websites. 2. Read up on marketing ( http://www.dexterity.com/articles ). 3. Make sure you submit your demo everywhere (e.g., have you hit all the big sites such as Tucows and download.com? The indie sites such as GameTunnel?) Learn about the PAD format ( http://www.asp-shareware.org/pad/ ) and submit your game to all the shareware sites you can find. 4. Place DOWNLOAD and BUY buttons prominently on your website. And last, but not least: 5. Get honest feedback about your game, improve on it for a month or two, and release a sequel. The feedback should be somewhat painful but constructive. Ask enough people what they want to see more of in your game, and you should begin to see a consensus. The iterative process in #5 is, IMO, the most important -- many indies seem to get discouraged and dump a project rather than finding out which parts to improve and improving them.
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Re: Generating more sales
[Re: Ichiro]
#86728
08/20/06 15:43
08/20/06 15:43
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
OP
Senior Expert
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OP
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Quote:
I'd do these things:
1. Write up a press release announcing your game (check out the articles at http://www.dpdirectory.com/3newsltr.htm ). There are PR distribution services, but you can distribute a release yourself by gathering e-mail contacts for editors of magazines and websites.
I looked at your link and it's mentioning of paying $129 - forget that as it's too expensive. Plus, what is this "press" thing?
Quote:
3. Make sure you submit your demo everywhere (e.g., have you hit all the big sites such as Tucows and download.com? The indie sites such as GameTunnel?) Learn about the PAD format ( http://www.asp-shareware.org/pad/ ) and submit your game to all the shareware sites you can find.
I was told not to use download.com and to use Regnow instead. I often don't think of Tucows as I almost never go there. There's one other one, but don't recall it's name.
Quote:
4. Place DOWNLOAD and BUY buttons prominently on your website.
What do you mean by this?
Quote:
And last, but not least:
5. Get honest feedback about your game, improve on it for a month or two, and release a sequel. The feedback should be somewhat painful but constructive. Ask enough what they want to see more of in your game, and you should begin to see a consensus.
The iterative process in #5 is, IMO, the most important -- many indies seem to get discouraged and dump a project rather than finding out which parts to improve and improving them.
Although it won't be a sequel to the game, it'll be in the form of updates where new features (such as new challenges) get added, of which updates, to version 3.x, are free. The next update is 2.5 with 2.6 following after that.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: Generating more sales
[Re: JetpackMonkey]
#86731
08/22/06 22:12
08/22/06 22:12
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Joined: Aug 2005
Posts: 1,185 Ukraine
Lion_Ts
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,185
Ukraine
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Hi, Uli! I looked at your site. Sorry, but I think, it isn't market place. It was good while you posted your shaderwork and your dreams . But to sell something you have to change site style totally or open new website for your product only.
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Re: Generating more sales
[Re: lostclimate]
#86733
08/24/06 09:51
08/24/06 09:51
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
FoxHound
Expert
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Expert
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
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I've not looked through this thread, so I'll just say it.
Submit to all the casual game portals. I've made a post in this forum with a huge list of casual games. You'll have to search for it.
Submit to every shareware site. I did this back in June and I'm still getting "acceptance" letters now. You'll have to search for it.
Use Regnow, it's 20 bucks to join but it's worth it, i've got 30 affilaites through them and only 5 through Plimus.
--------------------- There is no signature here.
QUIT LOOKING FOR ONE!
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Re: Generating more sales
[Re: FoxHound]
#86734
08/24/06 16:54
08/24/06 16:54
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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foxhound, how is your game selling, im not sure if you feel comfortable answering, but if you do, how well is selling, because im thinking of trying to make a game will the arcade feel to it, but im not so sure how well it will sell.
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