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  #1  
Old 07-13-2005, 02:47 PM
SquareDanceSteve SquareDanceSteve is offline
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Default Sales Stats

I am curious as to if anyone would be willing to share the number of sales they have achieved per game.
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  #2  
Old 07-13-2005, 02:56 PM
HairyTroll HairyTroll is offline
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The Cursed Wheel - First month sales report
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  #3  
Old 07-13-2005, 08:44 PM
SquareDanceSteve SquareDanceSteve is offline
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Thank you for the swift reply. Thats my goal for sales (It will pay my bills) I was linked to that site from somewhere else previously, I have no idea where.

That is fantastic for a first month without marketing.
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Old 07-13-2005, 09:40 PM
Gnatinator Gnatinator is offline
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Sales stats for my first game.

Last month
Mac - 10
PC - 1

This month
Mac - 2
PC - 0

Total income so far comes in around $150. The conversion rate is floating around .5% to 2%

I've done close to no advertising for PC and I stopped advertising mac mid last month (these things are reflected in my sales stats). I should start up again soon when I get sommore time.

Marketing is everything. Invest in your marketing or you wont be going anywhere.
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  #5  
Old 07-13-2005, 11:10 PM
SquareDanceSteve SquareDanceSteve is offline
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what kind of marketing did you do?
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  #6  
Old 07-14-2005, 03:22 AM
chrisroyale chrisroyale is offline
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I always find this sort of information very helpful. When we have released our first game I will also post our sales figures.

Chris.
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  #7  
Old 07-14-2005, 04:58 AM
Gnatinator Gnatinator is offline
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Quote:
what kind of marketing did you do?
There is so much you can do to boost sales through marketing. For a good overview guide, read the ebook in my sig.

I'm still trying to find effective ways to market, so far ive submitted to about 250 download sites (Using PAD files) and some of the large mac game portals (including apple.com, which has driven the most traffic to my site so far). I've yet to get through my whole marketing plan I have written up, so many things still need to be done.

The main thing is getting interested customers to your site, if you can do this, then you will get downloads. If you can get interested customers downloading, you will eventually get sales (how much depends on your conversion rate).

My game has yet to be reviewed or have a press release done on it. I should really contact terin about a marketing package.
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  #8  
Old 07-14-2005, 06:40 AM
papillon papillon is offline
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I usually hide my figures out of girlish shame...

Summer Schoolgirls has sold 23 copies so far since its release about a month ago. As far as marketing, I mentioned it on some forums where I knew there would be interest and listed on download.com and gamealbum - that last specifically because of the way their keyword system works, which gets some search engine traffic. download.com decided to give me a minor featuring in their games page, so I'm getting a *lot* of extra downloads from them in the past week. Also, the lucky trickle traffic through the gametunnel article and its pickup on slashdot.

Since the game was really a quickie experiment (if the art had been available it WOULD have been complete in two months) to see if the genre was viable for me, I'd say that's a pretty good result. ESPECIALLY when it's only featuring my less-than-stellar character artwork and no titillation value!
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  #9  
Old 07-14-2005, 11:02 AM
Nexic Nexic is online now
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http://forums.indiegamer.com/showthr...lt+sales+month

Later months made more money, but this was mostly down to large portals. Of those ArcadeTown bought in the most revenue.

Overall I've sold about 450 copies (7 months)
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  #10  
Old 07-14-2005, 11:48 AM
princec princec is offline
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We've shifted 115 Ultratrons in 1 month. I don't expect it to last any longer though now we're off the radar.

Cas
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  #11  
Old 07-14-2005, 04:23 PM
Duke Duke is offline
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Here's our sales data for "DDD Pool", by months, from release in Sep '04, from our website directly plus affiliate sales, which account for approx. 10-15% :
06
09
18
30
29
22
77
46
40
22
15 - this month so far (15 July '05)

The peak in March had to do with the release of an update and posting a press release through terin.
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  #12  
Old 07-18-2005, 08:51 AM
SquareDanceSteve SquareDanceSteve is offline
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Whats the deal? i looked at the POOL game, thats first rate.

Is there a lot of compition with pool games?
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  #13  
Old 07-18-2005, 09:36 AM
Duke Duke is offline
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Quote:
Originally Posted by SquareDanceSteve
Whats the deal? i looked at the POOL game, thats first rate.
Is there a lot of compition with pool games?
Thanks.
I'm not sure what is a lot of compettition, but I'd say there are quite a few competitors.
I'm basically satisfied with the sales, considering it's our first game.
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  #14  
Old 07-18-2005, 09:40 AM
ggambett ggambett is offline
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Quote:
Originally Posted by Duke
Here's our sales data for "DDD Pool", by months, from release in Sep '04, from our website directly plus affiliate sales, which account for approx. 10-15% :
Is that 10-15% of unit sales or profit?

BTW, have you considered a different name? I didn't figure out what it meant until you explained it!
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  #15  
Old 07-18-2005, 03:23 PM
Duke Duke is offline
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Quote:
Originally Posted by ggambett
Is that 10-15% of unit sales or profit?

BTW, have you considered a different name? I didn't figure out what it meant until you explained it!
It's about 10-15% of units sold.

The name issue was mentioned twice already on these forums, and we're not changing it now, for sure. Although me too was unhappy with it, it turned out it was not much of an obstacle for spreading the "popularity". I mean, I'm happy with number of downloads, just not so happy with conversion rate.
Also, many people commented it was this unusual name that got their attention to the game at first.
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  #16  
Old 07-18-2005, 05:09 PM
SquareDanceSteve SquareDanceSteve is offline
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you could always re-release is under a number of difrent titles...
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  #17  
Old 07-18-2005, 06:10 PM
Duke Duke is offline
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Quote:
Originally Posted by SquareDanceSteve
you could always re-release is under a number of difrent titles...
Maybe so...
But there are so much more important/interesting things to do, like marketing this new game and making the next one.
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