Sunday, February 16, 2020

Find a Way: Promotion (part 2)

Here's what I did so far to promote Find a Way:
  1. I published a post in three Facebook groups:
    1. Unity Game Developers International
    2. Unity 3D POLSKA
    3. Ruch Projektantów Gier Politechnika Poznańska
  2. I created a post on Reddit in AndroidGaming
  3. I wrote to several review sites such as:
    1. Android Games Review
    2. Pocket Gamer
    3. AppsPirate
    4. Android Apps
    5. AppSpy
    6. Droid Gamers
    7. possibly some more that didn't answer me
The cost of getting a game reviewed was ranging from $89 to $3000, so I decided that I wasn't ready to spend such a high amount of money. Especially that I wasn't sure if it would get me any results. Facebook and Reddit posts brought me around 10 new downloads. Perhaps if my game was more graphics heavy, then it would be easier to showcase it... however creating such a game would take me years.

I'm slowly running out of ideas as to where I could still promote Find a Way. I'm considering investing a small amount of money in Google and/or Facebook ads, just to see how they work and what kind of returns I could get from them.

If you have any other suggestions of what I could still do to get more downloads, please let me know.

Saturday, February 1, 2020

Find a Way: Promotion (part 1)

Since my new game Find a Way is not doing well on Google Play, I decided to take action and try to promote it in various ways, letting you know about my results. Here's what I've done so far.

I published the game on itch.io. I'd been publishing early prototype versions there even before the game got published. I did get up to 8 visits during the first week of the game's presence there and then it dropped to around 1-2 visits per day. Also, a large part of the visits seem to come from the blog anyway...

I submitted the game to the Indie Games Festival from Google Play. I don't think that I could ever win it but I thought that it might be a way to get more eyes on the game. So far, I'm not seeing any significant results from it, but the submission phase is still in progress, so perhaps some traffic will come later.

I submitted the game to Unity Connect. You don't know what it is? Well, I didn't either. It's a portal created by Unity to showcase projects and look for gigs. There aren't any analytics there but I don't think it brings many people to the game.

I didn't take any more serious steps to promote Find a Way yet because I've been trying to improve it a little bit by making the ads less intrusive, fixing some minor bugs, and building it with Unity 2019.3, which has some tweaks. I'm almost done with all the changes I wanted to make and I'll start reaching out to various online groups and review sites to see if it helps in any way. Stay tuned for more updates.

Saturday, January 25, 2020

Find a Way: Results so far

It's been more than a month since my game Find a Way was published on Google Play and itch.io. So far it has less than 100 downloads and it doesn't seem that it's getting any traction. I wasn't expecting it to be super popular but I was definitely hoping for more than this.

The game itself turned out quite well and I'm proud of making it. It has some good ratings on Google Play (most of them are from my friends and family though). I'm frankly not sure why it's not getting at least a couple of downloads a day. It's not that people play it and don't like it - there's just nobody even discovering its existence.

I'm not getting depressed about the results though. I think that I might still be able to make it work somehow. My thinking is that I just didn't spend enough time for marketing.

So the plan now is to try a bunch of techniques to promote the game. Off the top of my head I can think of a couple of ideas that I could use, e.g. contacting review sites, posting it on game-related Facebook pages, posting it on Reddit, perhaps even paying for some traffic.

I'm going to perform a series of experiments trying to see which techniques work and which do not. I hope it can be interesting to you as well. If you have an idea you think I should try, please let me know.

I'll keep you up to date on my actions and their results. Come back in a couple of weeks to see how I'm doing. Wish me luck!

Thursday, December 12, 2019

Find a Way is out

After being more than one year in production, Find a Way is already out on Goole Play. You can also play the demo version (the first 8 levels) on Itch. The game turned out quite well: it's pretty, has nice music (thanks to Kevin McLeod from incompetech), and is fun to play. Here's a quick promo video that I made:




... and a couple of screenshots:




Go give it a try!


I'm not going to start any new projects for now because I've just had a second baby and my free time is severely limited. Instead, I'm going to focus on my existing apps and games, and experiment with smaller changes in them and/or in their promotion strategy. I'm curious if I can get any results.

I'm going to take a quick nap right now. Wish me luck with Find a Way and come back in a while for more updates.

Sunday, September 22, 2019

Unity Ads and "Designed for Families" program

I was trying to join "Designed for Families" program on Google Play with my Blobby Volley game. The game itself is perfectly suitable for children and I only use Unity Ads in it, which is listed as a certified ad network. Unfortunately, I got rejected twice and I got a more detailed explanation the second time. It turns out that, although being a certified ad network, Unity Ads are not automatically
suitable for children. Here's what the email said:

The ad content in your app does not comply with Families Policy Requirements.
  • For example, your app contains an ad for dating
  • For example, your app contains an ad for gambling
  • For example, your app contains an ad for contests or sweepstakes promotions
  • For example, your app contains an ad for sexual content
  • For example, your app contains an ad for alcohol
  • For example, your app contains an ad for drugs/tobacco or uncontrolled substances
It had also a couple of screenshots attached showing those illegal ads.




It turns out that Unity Ads, by default, serve adult ads, unless you specify otherwise in you Dashboard (Monetization > Ad filters).



Be careful when you add restrictions though, because your fill-rate and CPM will certainly drop.

To read more about the topic, see this thread on Unit forums and the official guide for creating games for children and families.

As to Blobby Volley, I'm not going to apply for the program for now.

Sunday, September 8, 2019

Find a Way: Progress report 10

I finally got some graphic designs from my friend! It means that I'll be able to move on with the game a step further. Still, some details are missing or need to be changed but there's a chance that I can finish the project before the end of the year. Here, take a look.


Friday, August 2, 2019

Unity Ads Stats on CodeCanyon

I published my app Unity Ads Stats on CodeCanyon. The app shows various statistics on ads in your games, e.g. revenue, started/finished videos, CPM, and fill rate. If someone doesn't trust the Google Play version or just wants to customize it, they can get the source code and play with it themselves. I already managed to sell a couple of copies and I'm hoping for even bigger sales. I also added an information card in the original app pointing to CodeCanyon.

And since I'm already writing this post, I might as well share with you what I'm doing now...

I started working on a very small project that I'm hoping to finish in a month or two. It's supposed to help foresters measure the volume of trees that gets cut down. I know it sounds very specialistic but my brother-in-law asked me to do it and I'm curious if writing something for this particular niche might actually be a good idea. It's supposed to be a one-screen app, so it shouldn't be difficult to code. I'll let you know how it does when it's done.

As to my new game: Find a Way, I'm still waiting for the graphics to be done... I know it's been half a year and I made an ultimatum to my friend who's supposed to create them that if she doesn't finish until the end of August, I'm going to find someone else. I'm keeping my fingers crossed so that she sits down to do it soon.

In the meantime my Blobby Volley started gaining more users and it has more than 6k active ones now. I'm thinking about improving it a little bit, since I'm getting lots of bad reviews because of inconvenient controls and multiplayer errors. I need to finish the other projects first though.

That's pretty much what's going on right now. I'm hoping to close up all the started projects until the end of November, because then I'm going to have another baby and it'll probably get extremely hard to get anything done for a while.