I share some insights about making iOS games easy to sell (or more accurately, not making them hard to sell as we've unintentionally done with one of our games).
Having released 2 iOS games in 2011 we spent a lot of time thinking about and researching game design, marketing and monetization for the platform. Here's a summary of our findings that we hope will be helpful to those getting into iOS development.
Thanks for this Adam. We're thinking of localizing our game to Chinese as that seems to be the second largest market after the US. How did you guys choose a font that you felt comfortable was appropriate to your game Where did you even start looking
I totally agree on the reviews not making a significant difference for sales on iOS. We've had two instances where that was the case. Being featured by Apple is definitely more impactful.
@Simon - yes good point, I meant the Free Game of the Day - as you say the social network features work across all iOS devices. I will make the change to make that more clear.
Has anybody considered that the reason a lot of this is happening is because of the fact that a lot of iOS consumers hesitate to spend 0.99 on a game The way the pricing has evolved on the app store has forced developers to employ strategies that assures them that ...