13 May, 2009

How NOT to promote your game in iTunes Store #4

Describe your game as "addictive" without realising that all real addictive stuff charges much more than your price level...

11 May, 2009

How NOT to promote your game in iTunes Store...

#1. Do not drop the price within the first 24 hours of roll out, it pisses off all your fans and early adopters, definitely. (a la Star Trek US$4.99 -> 2.99)

#2. Roll out the free demo version after 3+ months of the full version , because who wants to buy has already bought, and you are not convincing anyone, or sadly, nobody remembers your game anymore. (Too numerous cases to quote)

#3. Roll out a paid-for "lite" version before the full game. There is not upgrade policy in iTunes Store and who has the incentive to pay you twice when they know the full one is coming? (Classical case: Red Bull Air Race Championship)