11 deadly marketing sins game devs should avoid – PART 2

If you missed the 1st part of this post, read it here. Just to recap, here are the first 5 sins: 1. Missing the Unique Selling Proposition2. A vague definition of the target group3. No category research4. Missing the F2P and premium difference5. Launching on many platforms 6. Not having a marketing budget If you build a freemium game, split your production budget…

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How to best pick countries for your app launch?

After months of development and testing, your app or game is finally ready for a global launch. It is time to decide which markets to focus on and where to invest on user acquisition. Making the right decision is not an easy task and involves many factors. I recently helped Geewa, an online and mobile games company based in Prague, pick countries…

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Why a soft launch is a must for your new indie game

I’ve been discussing the soft launch data of a new mid-core game called “Tiny Miners” with my friends at About Fun and we just ran a second round of acquisition focusing on retention and optimizing difficulty. “Compared to Tiny Miners, how was your initial D1 and D7 retention in Mega Dead Pixel [the App Store’s Best 2013 game]?” I asked Peter Vodak,…

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8 monetization strategies for mobile games

“App Store poverty” is a common problem which faces 95 % of developers. With 500 new iOS and 250 Android apps every day, it becomes extremely difficult not only to get discovered but also to monetize games well. Even with a massive number of downloads, such as with Mr. Muscle where we achieved 900K downloads in only 4 weeks, it was a…

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