Word Duelist is Near Release ...Help?
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Word Duelist has been submitted to iTunes Connect and is now "Awaiting Review." Based on how long my previous games have taken, I would expect it to be through review in about a week. Hoping it passes.
The end cycles were brutal.
Even with my independent development (probably moreso, actually), I try to keep to rigid end cycles. Those cycles being:
Alpha - Every feature is complete and a majority of the content.
Beta - Content complete. The game has been polished & tested thoroughly, and all major bugs are fixed, though there are still probably some hiding.
RC - The game has 0 bugs... ideally. Usually RC requires a few passes before shipping, though.
I'm less concerned about the stuff leading up to alpha - my preproduction is pretty loose, and I don't keep to milestones like First Playable or Second Playable. This has worked fine with games where development involves less than 3 people over the course of a few months (and when I say 'few months', I'm talking about the few hours a day I can spare between work and life).
I'm super glad I keep those end cycles and regular testing, because I'd release some extremely buggy games without them. Word Duelist had a bug that would lock up the entire game as late as RC2 - a rare edge case that few people would encounter, but if Apple had encountered it I'd have wasted a week in review.
Anyway, that's that.
So here's why my title includes "...Help?" : I'm rubbish at marketing and could use some advice.
I sent a press package for See the Light to about 25 sites. It was fairly competent, I thought - included descriptions about the game, a description of the "company", assorted screenshots/promo images, and a free download code to play the full game. Of those sites, 1 reviewed the game. 3 sent me canned responses offering to sell me a review and advertising. I never heard from the other 21.
I'll grant that See the Light was a niche game (raking in, so far, about $12), but that still seems askew.
Word Duelists''s appeal is broader - I think - and I'd like to see it do better in the market. I have no illusions of buying a retirement home with it, but ideally I'd like to cross the $150 threshold where Apple actually pays out.
I figure there are a lot of extremely knowledgeable folk around here, so if you have any ideas on how I could effectively market/promote this, I'd love to hear them.
The end cycles were brutal.
Even with my independent development (probably moreso, actually), I try to keep to rigid end cycles. Those cycles being:
Alpha - Every feature is complete and a majority of the content.
Beta - Content complete. The game has been polished & tested thoroughly, and all major bugs are fixed, though there are still probably some hiding.
RC - The game has 0 bugs... ideally. Usually RC requires a few passes before shipping, though.
I'm less concerned about the stuff leading up to alpha - my preproduction is pretty loose, and I don't keep to milestones like First Playable or Second Playable. This has worked fine with games where development involves less than 3 people over the course of a few months (and when I say 'few months', I'm talking about the few hours a day I can spare between work and life).
I'm super glad I keep those end cycles and regular testing, because I'd release some extremely buggy games without them. Word Duelist had a bug that would lock up the entire game as late as RC2 - a rare edge case that few people would encounter, but if Apple had encountered it I'd have wasted a week in review.
Anyway, that's that.
So here's why my title includes "...Help?" : I'm rubbish at marketing and could use some advice.
I sent a press package for See the Light to about 25 sites. It was fairly competent, I thought - included descriptions about the game, a description of the "company", assorted screenshots/promo images, and a free download code to play the full game. Of those sites, 1 reviewed the game. 3 sent me canned responses offering to sell me a review and advertising. I never heard from the other 21.
I'll grant that See the Light was a niche game (raking in, so far, about $12), but that still seems askew.
Word Duelists''s appeal is broader - I think - and I'd like to see it do better in the market. I have no illusions of buying a retirement home with it, but ideally I'd like to cross the $150 threshold where Apple actually pays out.
I figure there are a lot of extremely knowledgeable folk around here, so if you have any ideas on how I could effectively market/promote this, I'd love to hear them.
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