Wow, this looks awesome.
I really want to play "Advance Wars" kind of game on my ipad/iphone, and this fits the bill.
I hope the AI is smart enough to match my skill though hehehe...
We have our finished promo video here.
The game itself is in late Beta now and should be up with Apple in a few weeks. I'm looking for marketing suggestions and general comments, please.
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Wow, this looks awesome.
I really want to play "Advance Wars" kind of game on my ipad/iphone, and this fits the bill.
I hope the AI is smart enough to match my skill though hehehe...
The hud in the screenshot is ugly. Otherwise I think it looks great, even the GUI I saw in the video for buying or deploying or something.
Marketing:
Get featured by Apple in "New & Noteworthy" and in the carousel. That did wonders for us. Not in a category, but on the main page. Far, far better sales from main page feature.
Get reviewed by TouchArcade. None of the others seem to matter much. Maybe Gizmodo and TUAW, I wouldn't know since they never reviewed us.
Make the iOS game poll a text and a link from your server and pop-up on the main menu when your desktop version is live. "GLWG is also available for your Mac and Windows computer. We'd like to offer you a 75% discount on it, would you like to get the discount code? (Valid only this weekend)." YES / NO. YES takes them to the link. "Enter your email and we'll email you a link to the computer version at 75% off" [ ] Yes, I'd like to get emails about future games and discounts from Rubicon. (Hopefully you'll have hundreds of thousands of people seeing that pop-up)
Use "Appirater" to get better and still legit reviews.
And the usual "make it worth talking about" which you already may or may not have nailed![]()
Thanks Tobias, some useful things there.
Although I wish I knew what I had to do to get featured by apple, apart from the tried and tested "hope for the best" :s
@potan, hopefully you won't be disappointed.
Not convinced by the blue buttons against blue-ish world. Merges a bit too much.
Not sure about ipad marketing, so not much to offer there, but good luck!
Thing is to get your act together and come up with a story for if someone asks about the company etc. Make sure you have press materials available on the website in an easy to access place (single URL they can get everything from).
There's a bunch of stuff that came out of world of love in terms of marketing you should have a look at. I think the basics like making sure you have a website for the game etc. Seems obvious, but I guess not obvious enough that everyone does it.
www.mindflock.com - social AI-based games
This looks awesome :-).
Make sure you also make a Mac App Store version. It is ridiculously easy to buy stuff from there... even stuff you don't really need :-P
A Mac version should be forthcoming now we can get around on it.
@phil, the buttons change colour with whoever's turn it is. Maybe I could pastel them out a bit though, they're kinda deep as they are.
Well done, it looks amazing.
I think this is a case where marketing will not matter.
It will rank high on quality alone.
I predict an app store hit.
I had a game without pollish and 0 marketing reach uk #1.
if the quality is there, it will get there.
The game does look great and I'm sure is brillant to play
I don't like the UI: Too dark, too shiny (BTW, I hope you did remove the shiny fx from your IOS icon)
Also, this screenshot is a bit boring. I mean, it looks like the blue are figthing the red, but the red are turning their back so the only thing we see are people backs.
Find more interesting screenshot even if the angle is not possible from the game, and add comments in your screenshots: people won't read your game description, they will only look at your screenshot: try to tell them all the good part in them. Ok, here is an example with my current WIP game, I'm no artist so excuse the minimalist look but I guess, you'll get the point:
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I agree JC. We're actually putting together a proper press pack with all that goodness in. Should be ready on Monday. (I know it should actually be ready now, but we had a personel hitch and the artist is out of comission for a couple of days)
The screenie above was indeed a rush job purely to add something to this post as I was intending to embed the youtube like you can on TouchArcade.
What's the issue with shiny icons btw?
Not getting much love for the HUD is the main thing I'm getting here.
Not really sure what we can do about it tbh. It has to be big enough to be useable via finger tapping on the phones, and not too fussy to draw your eye away from the game, so I don't really know what can be done. :s
Nice work, the jungle levels look especially nice.
It never occurred to me that there would be something wrong with the UI. What bugs me is a dissonance in the game tone ("itching to fight", metal title text, heavy realistic sound effects), aesthetics (cartoony figures, colorful firework particles) and gore (blood splatters). I personally would prefer everything else to be in sync with the light visual aesthetics.
Is there an option to turn the gore off? It bugs me to a degree it becomes a deal breaker for me. It looks like a light game, I like to have my tactic gameplay fun, but why do I have to blast figures into a blood spray? If it's possible to turn it on/off, I would suggest to think about what should be the default value for different devices/audiences and what should be presented in the trailer.