Yeah, I'm really milking it for what it's worth. Aren't I? Thanks Sam. You're probably right as the sales-figures after one day equalled to a massive 2 copies! I figure that Fumbers commercial potential just isn't there though. Perhaps it's my communication skills, perhaps it's my choice of graphic-design or even the gameplay. It was dead on arrival and haven't really shown any real sign of improving, I'm still way below 3 digit sales worldwide. So, I figured I'd use the ad-spot in a manner that would at least attract some kind of attention. My hopes are that there could be a slim chance someone might remember "nor eagle" or the logo the next time 'round.
Hey, I'd appreciate your business even if it is out of pity. Don't bother about giving it a positive review unless you like it though. On the other hand, you know what they say. If you like it: tell the world. If you don't: shut the fu tell me. I believe I'm just south of 60 downloads worldwide about now. (In about 4 weeks). The company is Nor Eagle. www.noreagle.com
Nick, Number games are tough. Even Str8ts isn't allowing me to reap great benefits from the app store yet. The majority of people are getting very lazy when it comes to dealing with math or simply moving numbers around. I am really trying to dig in to the A side of the store with some cool ideas. This is where you might want to spend your energy, although my first attempt isn't flourishing as planned. The energy involved to get stuff going really makes app marketing tough, almost questionable.
Well, if that is true, I have to buy that game, too. You really need a new nose! The actual slid down your face...
took 9 hrs from start -> submit to put out an app that brings in ~600/day. don't lose hope on any great ideas you have jumbling around.
Bravetarget, creativity and being persistent(ly annoying) are my middle names! Looking for that success formula is the excitement of the app store. My fear is that the visibility of the "how" is getting harder everyday.
With the recent survey Apple did, I'm sure 99% of developers requested more ways to get exposure, I have a good feeling about the future of the app store, from an indie dev standpoint
Hey Nick, I love the ad campaign. You might want to update your website though, it still says "Coming this January!" on it...
Thanks! And thank you! Sometimes I think I'm blind, but thankfully it's only my eyes. As for the campaign: I'm getting quite a lot of feedback, mostly positive. The sales aren't really there though 5 copies in three days. Commercial Failure - the gift that keeps on giving.
First of all, keep up the nice attitude! Hey, maybe it isn't your time to shine yet, everything's just being prepared for you for when you get to that point, you'd be ready. Guess everything's been said already. My only advice is that you change your homepage's Fumbers blurb image from "Coming Soon" to "Now available". Maybe that can help a bit.
Yeah I kinda assumed that might happen. Like the others, I saw your ad and it made me smile, but it still didn't make me want to buy the game unfortunately. I don't know how else to say it. I wanted to acknowledge your ad as grabbing my attention, but I didn't want the game. Maybe what you've inadvertently done is build a strong awareness for your brand, instead of increase sales. Which reminds me of my earlier post in the thread, where I suggested re-skinning a version of the same game but aimed more toward 'adults'. Maybe with a graphic style similar to Dark Nebula: Because the concept and gameplay always sounded good to me, but I think it's the cartoon graphics that are putting a lot of people off. But now you've built this brand up, I'd certainly take it to the next level. Maybe even using that 'character' from your first game and give him an army helmet or something to show the new version has a more 'mature' theme.