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Let's soft launch a game!

samedi 25 février 2017
Hello,

I've been working on my little shooter game (Turbo Zap Zap) for a few months on and off now, and I'm pretty happy with it. I've had some useful TestFlight feedback, (admittedly, some of which I've still got on my To-do list), but most the of features I want are in at a 'functional' level, and I think all the obvious bugs have been found.

I could keep tweaking, and trying to make it better - but it can be hard to do without real life feedback. I don't really know what players might find fun, or what they're not enjoying. So, time to find out!

Last night, I released the game on iOS (there is a GooglePlay build in the works btw) in New Zealand, Australia and Canada. These are all well known soft launch countries - due to the mostly westernised, mostly English speaking population. They've wained in popularity a little over the last few years, as where everyone uses these or similar countries - the cost of advertising an app has slowly risen, and there are cheaper alternatives out there. However - I have no budget, and am hoping that organic installs will be -just enough- to indicate how players are enjoying the game.

I've released quite a few games over the years, so I've experience enough to not be expecting epic numbers (tbh. I was half expecting 0 installs initially) so single figures are not going to be a surprise. It's tough out there finding players!

Ok, that's the backstory done - let's take a look at day 1.
As well as Unity Analytics, I've also integrated Game Analytics, and it'll be mostly this I use to see what's going on over the next few days.

You can see I've managed to acquire 6 whole users! For a game very few people have heard of, only available in 3 countries, with no advertising and no press. That's realistically about what I would expect, maybe actually better. Initially, it's probably trending higher in search results due to being a new launch - so I expect that number to drop rather than grow.

Something not shown on this particular screenshot, is the returning users graph. Currently, 1 of the 6 players have returned. Again, that's pretty much as expected (possibly better considering the type and style of the game).

I'll update this post over the next few days as I get more data. We'll look at App Store conversion, retention, and the true funnel amongst other things.

If you've got any questions or requests, do please feel free to ask.

Let's block ads! (Why?)



Let's soft launch a game!

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