Showing posts with label content optimization. Show all posts
Showing posts with label content optimization. Show all posts

Saturday, November 14, 2009

K.I.S.S.




I used to be a salesman. One thing they would throw at you at sales meetings was "KISS". Keep it simple, stupid. My free version is my sales tool. I had originally planned a lot of bells and whistles.

I was going to have the user opt to have the Boss send e-mails taunting you to fight as well as remind you to buy the full version when you have WiFi. Maybe in a future episode but for now I'm simplifying to reduce difficulties.

When I really looked at what I was creating it didn't necessarily lead to a sale. I want people to try the game then buy the full version for $2 bucks. My buttons to start the free version are "Play Game" and "Buy Full Version". I will entertain but initiate the sale from the start.

Today's assignment is to make sure the free app layout makes sense and leads to a sale. Application descriptions were re-written to make the game more buyable. I will sit on what I wrote and send it tomorrow.

I also created a new pitch. After you beat the Boss he dares you to buy the full version. I listed the new weapons but did not show them. From what I understand you can't show features not included in that version. It would imply there is something missing.

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.

Monday, October 26, 2009

Balloon Boy

One thing I have been trying to do is not spend a lot of time on current events. Overall, I have stuck to that plan with Beat the Boss. The general concept of anger aimed at your boss is timeless, my app is not dated. What's left is advertising. I plan on using a little current humor on the website.

There is more to submitting an app than the app itself. You have to write a full description for Apple, design an effective icon and make sure you don't break any rules in your descriptions. You have to have a website and an e-mail for customer service. If you miss something you are rejected. This means getting back in line, adding weeks to your release date.

During the end of the development of Beat the Boss, a weird event appeared in the news. Some strange guy named Henne staged having his son flying away in a fake flying saucer to get publicity. He was named "Balloon Boy" by the press. People stood outside their house holding Jiffy Pop Popcorn on the lawn. My goodness. By the time people read this, the whole story will have been forgotten but I couldn't resist. I have added Balloon Boy to the BeatTheBossGame.com website.

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.

Friday, October 23, 2009

Fuzz boxes and plugs


Overcoming computer difficulties is part of life these days. I have always had a problem that I could never figure out…how to connect a guitar to a Mac and jam. A number of years ago I bought a Monster cable that goes from guitar to computer but could never make it work. I borrowed guitars and pulled my hair out with no sound coming out of the speakers.

Recently I got iLife. It contains an upgraded GarageBand and has built-in guitar lessons. The electric guitar has all kinds of variations with fuzz boxes and amps. The next move I made was to go to YouTube and search for videos on the subject. A number of them showed you everything, a few said go to Radio Shack.

I got a Stereo Male (3.5mm) to 1/4" female adapter. $5. I looked online and went to 3 guitar stores. At Best Buy I bought a Squire (by Fender) $119 guitar and a wall hook. It looks like a Strat. The next thing I need are headphones or my neighbors are going to kill me.

What does this have to do with making iPhone apps?…curiosity and tenacity. What was between me and computer music was a bad cord. A five dollar adapter and a cheap guitar fixed the problem. Once I put my mind to it I was able to overcome a very large frustration. When you are building apps logic is a major factor. Does what you are making make sense to the public? Can a new user click the icon and figure out how to use your creation in a few short seconds? "Beat the Boss'" is pretty straight forward, I hope people like it.

Now I can grow hair again!

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.

Monday, August 17, 2009

Crash Test Dummies


In the real world, game companies have the time and budget to test different versions of their products long before it is introduced. Try it on boys, try it on girls. When do you release? Should the character do this or do that? When my game is done, it is going to market. I don't have the luxury of corporate backing on this project. This one is on my dime. What's the other choice?...start over? I don't think so. I'll do the testing real time. I believe it will be a unique offering. Getting the word out will be key. If it's not fun to play, the word will stop. The reviews can be faked at first, but if you have thousands of downloads, people will speak the truth.

Wednesday, August 12, 2009

Earthquake


One gag I want to build into the game I call "earthquake". When you shake the phone Hugh bounces all over the office. The office pieces need to fit and bounce. I drew a desk in Illustrator and created a rug using PhotoShop using an Alien Skin filter. The same for a computer screen and plaque. I wanted a chair that could spin. Instead of 3D I photographed my own chair in about 12 positions. I designed the window treatment last after deciding on Hugh's outfit colors. Now the stage is set.

Monday, August 10, 2009

Picking iPhone app marketing tips from the list of 50


I am using about half of the 50 tips

http://tinyurl.com/AppsMarketing

1) get noticed on the App Store
2) submit to review sites
3) Public Relations
4) AddThis
5) Q&A participation
6) create presentation walk-thru
7) tell-a-friend in-app feature
8) exclusive app content
9) leave a rating button
10) Twitter
11) search directory registration
12) Facebook fan page
13) create trial and paid app versions
14) content optimization for search engine rankings
15) showcase app in new website
16) e-mail campaign
17) Linked in promotion
18) word of mouth
19) blog
20) YouTube demo
21) YouTube Commercials
22) Digg promotion
23) Craigslist Ad