This was not due to ignorance. We knew about the importance of marketing, buzz, etc. but at the end of the day, we didn't have time. The game was way over budget and way late, and we just needed to get the thing done. Furthermore we also questioned how much value there was in doing this for a couple of different reasons. One was that we didn't have a clear message for what the game was - marketing the next great Asteroids RPG didn't seem like it would be a compelling message. The other was that it seemed like the App Store audience was completely fickle, and quite dispersed, meaning there was no clear avenue to really spread the word short of spending a lot of money. In the end, these may have just been justifications to make myself feel better at night because we hadn't done these things I knew we should do.
We did what we could though. We tried emailing some journalists, and ran a short promotion on TouchArcade the week before, but I think at launch maybe 100 people in the world knew that there was a game called Space Miner. Including us and our families. Not the best job there, by any means.
What happened afterwards is pure luck. Our little promotion on TA meant we had some people waiting for the game, and as soon as it launched, they got it, and loved it. They literally evangelized the product so much that our thread exploded and the editors of Touch Arcade got the game and ran a glowing review two days later. It was also a slow weekend so it was the top article on their site for nearly 48 hours. Our sales shot up, the buzz continued, and great reviews kept rolling in. A couple of weeks later we got featured by Apple, cut the price, and got into the high 20s for overall App Sales.
Saying this is pure luck isn't really true, since we did do one very important thing right - we made a good game. For the most part, hype can give you a bump, but if you don't deliver the goods, it isn't going to do too well.
But we did kind of hit this frustration point - we couldn't get onto the top of the App Store. I was seeing all these games ranked higher than us that weren't reviewed nearly as well, by the press or their users, and some of them, frankly, sucked. Perhaps if we cut the price to $.99 at that point we may have been able to breakthrough, but I felt it was a disservice to take a game at this production level and price it like Doodle Jump. So we stuck to our guns, and began our gradual descent back down the charts, finally going back to our $4.99 price point.
Thus I learned my first lesson - chart ranks don't really help sales, unless you are near the top. For the most part, our ranking always reflected how well we were doing, and never served to increase our sales. When we shot up, it was because of being featured by Apple, or it was because we cut our price, and it happened within a day of the event. But then it would always hold steady or taper. We never experienced a rise, followed by a rise, which would indicate that getting up the chart was helping us sell more product. Perhaps this visibility would have been helpful if we'd had a Lite version available at the time, but we messed that one up and didn't get it out until we were off of Apple's featured lists. So we'll never know really.
Things have been tapering slowly since then, not doing horribly by any stretch, but it's a tenth or less of what it was at its peak, and seems to keep tapering. And we're a long way from break-even.
So we're now in a new territory for us, yet familiar to many hardened App Store veterans, where we try to figure out ways to extend the life of Space Miner. We've done a couple of things so far, including a couple of feature updates and getting out a Lite version. These have given us slight bumps, but haven't made a material difference in our sales. So we need to look at other methods.
I ran across a really good blog post on A/B testing, which I was aware of, but in terms of applying it to your icon, which I had never thought of. Here is a link to it since it's a good read: http://www.markj.net/ab-testing-iphone-app-names-360idev/. It looks like a relatively cheap method to perhaps get some better response to your app listing.
Another thing we're looking to do is get some cross-promotion going between our products. Since we only have one now, that's not really possible, but we'll be releasing our new game, Ninjatown: Trees Of Doom! in a couple of weeks, so we can see if that helps get more visibility (which will of course depend highly on how well it does.) We're also working on an arcade version of Space Miner that will be a pure free-to-play with ads.
Then of course there is the traditional medium of just buying ads. We'll probably dip our toes in this a bit to see how well it works, but you can sink a lot of money here fast, and the economics may be questionable if you don't do enough to drive yourself to the top of the charts.
The final thing I'm considering is to take the game on a "coaster". I don't know if that's a real term or not, but if it isn't, I call dibs! As for what a coaster is, I think it's best described by what EA did with the Simpsons or what Gameloft does occasionally. I'll expound on it more in another post.
Anyhow, the honeymoon is over, and we're settling in and getting comfortable now. The business challenges remain, but I look forward to finding solutions and learning new ways to be successful in this marketplace. I think a lot of people give up and move on at this point, which is a mistake. I think there is a lot of life left in Space Miner, and if nothing else, we'll expect to see a bump when we finish Space Miner 2 ;)
And one last thing - we're going to actually try and make this blog worth checking occasionally, so look for more frequent updates.