
Originally Posted by
DistantJ
Crazy Mike's higher packages are invaluable since they post it all over their social network accounts for a week, or even two weeks, depending on how much you pay. While the YouTube vids get a modest number of views they put the higher-tier advertised games all over their site, put the video in their podcast and on other video sites like vimeo etc., facebook and tweet about it constantly.
I'll say it again, price drops and free-promo-days are amazing, they spread the word like wildfire thanks to the app-stalking bots out there. Seriously, try it, put your app free for a day, or drop the price one tier, and a day later search for your app on Twitter, the feeds will be swimming with updates about it with little links their followers click to try and take advantage of your deal. After a freebie period I always get a little spike of sales the next day or two, probably from the people who missed the deal but liked the look of the app when they clicked the link. Always remember also that all the people who caught it on free day have friends, and if they like it they will show their friends. Each free promotion I've done has slightly increased the daily number of sales which comes in on the days when no promotions or updates are going on and I reason that this is due to more people sharing the game and more awareness of it. Just be careful to limit how much you do freebie days and how early you do it (if at all) for two reasons, firstly it often generates angry reviews from people who missed the freebie sale by a day or so (I even got one 1-star review that said 'Brilliant game, but selling it to me and then making it free? F U!!'), and secondly you may get a reputation for it thus people will start to see your new games and 'wait for it to go free' if you see what I mean.
I keep insisting that even if your app feels worth only $1, to put it out for $2 and then drop the price down to $1 after, due to the mass-reporting from all the spy bots. It's like a massive chunk of free advertising. If you think that people will shun it for $2, perhaps add some bonus features to make the game feel more fleshed out. If you think it's worth $2, after the release-spike is over, drop the price for a limited time to raise awareness. I wouldn't recommend going over $2, unless it's either A. a big franchise name, B. 3D or C. full of nude women, as people tend to avoid even the most profound of indie games on iOS once the price is higher than $2.
My strategy next is, rather than aiming for repeated large sums of money on release, to work on a number of good niche titles and market them with the intent to get a steady amount of income from all of them. Six apps each making $10 a day would equal a good living!