Showing posts with label app upgrades. Show all posts
Showing posts with label app upgrades. Show all posts

Friday, November 13, 2009

Availability date and update rule changes


What is interesting, is that one of the main reasons I got involved in iPhone Apps was because most of the rules were in place. Throw in a financial split of 30/70 and you know exactly what the game is. After taking my lumps big time releasing my first app, I studied marketing methods for iPhone apps and came to some conclusions. Many current successful apps stayed in the public eye by updating their apps and basically re-release them. You get new eyeballs for a few days and you stay in the public eye.

My game plan was built on these truths not realizing the rules would change. Behind the scenes I never thought about how Apple would deal with updates in the future. Well, the future is now. The original availability date is your app's permanent birth date in the App Store, you can't lie about your age and throw a new party anymore.

Overall, it really brings home a reality… apps are like records. Nobody buys a song unless they hear it. For the moment, the only radio station for an app is The App Store. The fight is over a spot in the Top 25. If you are lucky you get featured in a commercial or an ad. Other than that, you are left waving your arms on an island to a plane in the distance hoping someone takes notice.

There are many mind sets to marketing an app. I want to obviously start with a bang, then adjust after the two days that Apple gives you. It's like graduation, here's your diploma, wave, now get out of here.

You have to take the initiative to make people enter their code and pay $2 bucks. I believe this takes a number of methods to get the word out. I was planning on using the update method to stay in people's minds, I still want to. Apple won't give me the same love for doing so but I believe the public will appreciate additions to the game. Twitter and FaceBook will be the vehicles to announce improvements to Beat the Boss.

Thursday, November 12, 2009

Avoid the ejection seat


Things are moving on along. If everything lines up a Christmas launch should work out. Part of the submission process is writing your product description. Paid and Free need their own. Over time I have studied other app descriptions in the Top 25. I have written the Beat the Boss description based on my research, Apple rules and my humor of the moment. Here is a great article about when you get the ejection seat. I am honored because I found I am mentioned regarding past rejections for TheFirstDog. http://appreview.tumblr.com/

Here is the Beat the Boss basic description:

Use your thumbs to throw punches at a bald headed, punch dodging, obnoxious loud mouth. On the left side of the screen is a red bar representing the amount of hits. On the right side is a green bar that represents time. Use both thumbs to hit the Boss before time runs out. Overall time is recorded through all 12 levels.

The game play is simple yet addicting using 10 weapons. What makes the game different is the size of the characters as well as the audio and artistic quality. Two speeds are included to make winning more of a challenge. There is a save function so you can pick up a game where you left off.

Friday, November 6, 2009

The next hurdle


The next hurdle is to make sure the free version works correctly. It is the vehicle to success in my opinion. My goal is to get people to try the game. Smacking him in the face with boxing gloves is fun, but part of the charm of the game is winning each level so you can find out which weapon comes next. At the end of the first level the Boss pitches the user to upgrade to full version.

The guy's voice is great, he is an excellent pitchman. A button needs to appear that goes straight to the App store to collect $1.99. I am even planning on an email button to remind you to buy the full version when you are in WiFi. This brings up another point, my free version has to be under 10 megs in size. This way it can be downloaded anywhere independent of a WiFi connection.

After submitting the app there will be about 2-4 weeks to get things rolling. Tweets e-mails and press releases will direct people to YouTube and to the BeatTheBossGame.com website. T-Shirts will be sent to people with excellent weapon suggestions on the blog. The app will be updated after about three weeks and continuously for the next two months.

The timing looks like a Christmas time release. I picture people under the tree, beaming with their new iPhone gift. They will immediately log onto the App Store to check out the "New & Noteworthy" section, the Beat the Boss boxing glove icon will be there with a nice big "Free". Go ahead, beat the boss on me. If you had fun, pay $2 bucks and get the full version.

Saturday, October 24, 2009

Pocket god


I read Dean Takahashi's article on Venture Beat's site about the "pocket god" iPhone app and the reasons for it's success. One reason they are successful is because they constantly update their app, with every update they alter the icon.

This isn't a new concept, but what got me is that two guys put together pocket god. One is an artist another a programmer. Sounds familiar, but my programmer is in India. I can emulate their method.

It has been such a long haul, the thought of making the game bigger at this point would have programmers at Indianic planning my early demise, but I want Beat the Boss to stay popular. Sales spikes occur when you do an update. I am going to take suggestions for weapons online and add them regularly if possible. The chosen weapon winners will get a free T-Shirt.

Being that the game is level oriented, the framework is there. The Boss icon is set up well to accommodate version changes.

I look outside and see pitchforks and burning torches. It must be programmers.

Wednesday, October 14, 2009

Thousand Pound Gorilla


This project has been rather lengthy, over 6 months. It could have been done in much less time, but creating in the USA and assembling in India has it's challenges. Making a game is hard because in some ways you are never done. There are always things you can do to improve the experience. I don't want to make the game a thousand pound gorilla, but I also don't want to leave something out that is glaring. Sooner or later you have to put your foot down and say that you are done.

I want people to play the game and have fun. A time element adds to the game play, giving you a reason to beat the boss other than just primal anger. The game play gets kind of frantic as time gets close. I believe the element of winning has been included with the satisfaction of beating the crap out of your boss.

Next time CS5 will be used and ActionScript 3 will be the method. The more control I have, the less I am dependent on making changes that programmers consider a problem. I am very curious how hard it will be to create a similar experience using the new tools. My goal is to be able to create interactive iPhone entertainment with maximum control but still work with talented programmers.

Saturday, October 3, 2009

Donald Trump would be proud



Looking back, my app is a good business lesson. I can't claim to have no experience or be surprised by any element involved with the creation. I started with an unwilling partner and proceeded on my own, so all decisions are on me. My previous app got me in all kinds of hot water with Apple, again I have to be smart or get rejected.

During the creation of the app I watched entrepreneur shows on Tivo like, The Apprentice, Shark Tank, Billy Mays and American Idol. Everybody is selling and I wanted to pick gems if I can find them. There are reasons products sell and reasons they don't. Apps shouldn't be different. I believe the Donald would approve. (Speaking of which, I did this Trump drawing with my left hand a few years ago. I had broken my right arm breaking wood during my black belt test in Japan)

Market is solved, the are millions of potential customers. My target is working people that are holding an iPhone that have disdain for their boss. For the cost of a side order of fries you can wail on your superior with 10 different weapons.

A free version will demonstrate a $1.99 paid version. First thing is to inform the public that my app is available for sale. My true interest is conversion from free to paid, I want a ton of free downloads. If the game is good and fun to play, people will upgrade.

Every developers question is how do you get noticed surrounded by 75,000 apps. An earlier post speaks of Tim Cascio's 50 tips. I am using about 25 of them.

Very few people have contributed to the app's story line. It is kind of like cartoon writing, after you finish you hope that people get the joke.

Tortoise and Hare


Having a free and paid version means your intro's need to be different. The free version will allow for 1st level play and end with a pitch to buy the paid version for $1.99. The full version will include 10 weapons, 12 levels, two speeds and the ability to save a game. You can opt to have the Boss send you e-mails insulting your intelligence while reminding you to buy the full version when you are in a WiFi area. The free version will be under 10 megs by design so people can try it on the fly. I will use the tortoise and hare as an international symbol of slow and fast.

Friday, September 11, 2009

Freebie, Upgrade, or "In App" purchase?


Beat the Boss is getting closer to finalizing, but there are so many details it may still be longer than I hoped till I hit the finish line. The timing of the game is good because the economy is bad, people will be pissed for a long time. The subject of hitting your Boss is nothing new, I am providing a 2010 delivery method. AT&T is running at 300 percent because of Smart Phone usage. The size of the app is an issue. I know for a fact that being under 10 megs will be essential for the free version. 10 megs is the limit for "over air" downloads. Previous apps I have made were too large and people gave up if they weren't at a Wi-Fi spot. My free version will have an option to remind yourself to buy the full version with an angrily written e-mail sent by the Boss. I have had thoughts of selling new levels as in "in app" purchase. From what I have read, people see a short sales spike right after you upgrade. Being my game is level dependent, I can keep adding levels indefinitely. Now my thought is, how often?