Posts about Promotion

  • It’s been almost two weeks since Bovine Simulator launch. How are things going? We’re very happy to say it’s really exceeding our expectations :D Here’s the story of the release of our very first game.

    Well… we should start with saying that we had very low expectations. We love Bovine Simulator, and of course we always hope that each app we launch could make us billionairs. But our realistic guess with this game was to get about 10 downloads per day.
    We made zero pre-sale marketing with Bovine, because for us this was an experimental project with the main aim to gain experience in the game market and with Unreal Engine 4. That meant not “wasting” energies in pre-marketing before the game was ready to launch.

    Preparing the launch

    As soon as we were ready to send the game to Apple, we started preparing some promotional materials. We made a landing page here on our websites, created screenshots for the AppStore, plus (and that’s news for us) a trailer to launch on YouTube (which could be super useful to market our game on forums as well).

    While preparing the app on iTunesConnect, we realized we needed more materials. iPhone 6 and 6+ had just been released, and with the new iOS 8 we also had the chance to upload a video app preview on the AppStore (and of course the trailer wasn't ok for Apple's standards). We prepared the missing screenshots (25 images for each language, if you’re localizing your app. Luckly, we only have english and italian :P) and two more videos (one with iPhone 5 dimensions, and another one for iPad), save the project and… waited. Waited for iTunesConnect status to change. And after 10 days, we were ready to launch!

    The day of the release

    We were so excited!!! We prepared a list of (free) forums and websites where to announce Bovine Simulator's release. We prepared three different templates for forums (one specific for toucharcade, one for the Unreal Engine forum, and a generic one for the other forums), plus an e-mail to send to websites for reviews.

    We posted on these forums:

    And we sent requests for a review to these portals:

    Of course, we posted about the release on our social networks (Facebook, Twitter, Tumblr, Youtube, Google+), although at the time we didn’t really have many followers, except our friends :P

    What happened next

    Well, Bovine Simulator surprised us. The gamers community surprised us!

    As soon as the game got released, somebody opened a new thread on the Toucharcade forum about the game (ok, they probably do that for each new game that gets released every day, but we’re still flattered!), and we also got a gameplay video like an hour later.

    We started getting feedback about the game both on Toucharcade and Unreal Engine’s forums. We got mentioned on various websites (gamesinasia.com, comingtouch.com, jeu.info, pixelatedparadise among the others), plus of course all the “automated” entries that replicated our app description on the AppStore(including a page on GameSpot and Metacritic).

    A couple of days after that, we started gaining a lot of new followers on Twitter: we never used Twitter that much before, but we posted something about an issue we were having with iAd, that caught the attention of some other indie dev, and that must have triggered some kind of “chain” of followers ;) We also got a totally unexpected burst of download from Russia on day 5, and still don’t know what happened! Here’s the graph of Bovine Simulator downloads trend:

    What now?

    We think that many people liked Bovina when they first saw it, but the issue with the control system made them gave up about the game. We’re waiting for Apple to approve the patch with the fixed controls, and we’ll try our best to gain people’s (and websites!) attention again with this new update. If we won’t, that’s still OK. We’re already super happy about this released, because it made us feel kind of famous: we got noticed, and people appreciated our work. And that’s way more than we hoped for in the first place.

    And you know what? We’re ready for the next game :D

    Posted on Oct 11 2014 - 5:47pm with 0 comments. Write a comment
  • They're finally here! Our Venice tides promotion stickers arrived today and we're super excited about 'em!

    We decided to run a (very) small local marketing campaign here in Venice. Venice tides it's the perfect app for that! We've been unsure to invest in either facebook ads or this stickers campaign, but we decided the latter: first of all, it's cool :D It's something materic, a campaign that you can touch, and it makes Venice tides feel more like a real product! The other reason is that facebook campaigns - with our small budget - just don't last. While with stickers we should have a cute merchandise that people can collect or, even better, put anywhere aroud the city! And it will stay there - at least until someone won't cover it with it's own sticker :P

    We'll leave a bunch of stickers in some targeted locations in Venice - mainly places frequented by young people like universities, pubs and libraries - available for everyone to be taken away and be sticked anywhere in Venice. We love the idea that venetians people will help us spread the word, bringing Venice tides anywhere they wanted.

    Interested in how the campaign is going? Follow the updates on our Facebook page!

    Posted on Oct 15 2013 - 10:18pm with 0 comments. Write a comment
  • Well, let's say it: the old admob was sooooo '90s. So we absolutely appreciate the new one.
    I don't know if we never used the old one 'cause it was so ugly, or just because we love AppFigures too much to bother to use other stats services.
    The first impression was: hey, where are all my old stats?? ç_ç But don't be scared, they'll come back in about 24 hours.
    The second impression was actually: wow, we didn't know anything about AdMob! That's because the new UI made us discover something we really didn't know. First, you get paid only when you reach at least 70€ (that's a lot for us, since we use mediation and iAds gives us most of the revenues). Second: we had never confirmed our bank account. I had no idea that we had to do that! Third, you can filter ads and remove some categories.
    Well, probably everybody knows all of this except of us, but it's just a good example of how UI can change everything!

    Posted on Sep 21 2013 - 4:10pm with 0 comments. Write a comment
  • pugosot's tumblr blog

    We opened a tumblr blog! It's just perfect for us: we like writing quick, short post with nice images, and tumblr is just the right tool.

    It all started when we noticed that our facebook page, which is made of almost only images, was pretty nice, actually. It shows a story, how our apps grow and develop from sketches to actual products. And it's pretty quick and nice to read it, too (by the way, that's why we also changed the website layout!).

    We love tumbrl and we use it every day, plus it give us the chance to get new fans. Unlike facebook (where we're don't have many fans yet), on Tumbrl you can reach new people that search categories: game development, illustration, acqua alta, and so on. Even when we have not much to say, we can still post an image or a link to a useful website / tutorial / plugin that we used while coding.

    Come visit and follow us on pugosoft.tumblr.com :)

    Posted on Sep 13 2013 - 5:22pm with 0 comments. Write a comment
  • We reached 500 downloads! Last weekend, actually, but anyways: wow! Thanks to everyone for downloading and appreciating our app.

    Maybe for someone 500 is not such a big number, but it’s flattering for us. Venice tides is our first app, it's super local (it works just in one city) and it’s seasonal. We didn't expect that much (ok, we've got a lot of acqua alta in Venice this year, maybe it helped us a little), so - again - thanks to everybody!
    Just the idea that so many people has our Venice tides on their iPhone is totally rewarding and… amazing!

    So, just for the record, what have we done to reach this level? Not much, really. Which means that, with some more effort, we could do way better for the next app!
    First of all, we went social. We opened a Pugosoft’s Facebook + Twitter + Pinterest page. Facebook is the one we're using the most, mainly because is the one where we have more connections (we’re not big Twitter or Pinterest users). We posted app infos, screenshots, sketches and so on. The “bad” thing is that we couldn’t get any fans except of our friends (you’re great, guys!). But, well, we didn’t really do anything to improve that, since we’re not sending the app’s “share buttons” to the Pugosoft page. We wanted to promote the app, more than promoting us: when someone shares Venice tides, it's important that, on Facebook, his/her friends see that he liked an app about Venice's acqua alta («Oh, wow, that app is interesting, I want it :D»), and not Pugosot  («...Pugo---what? What the hell is that thing? @_@»). Which means no likes for Pugosoft. But that’s ok, there’s time for that ;)

    We tried asking for (free, of course) reviews. We send a request to AppAdvice, AppStoreApps, theIphoneAppReview, AppCraver, AppChatter, WhatsOnIphoneSlapApp… and maybe a few more (some of these are kind of scary, we know). They said it will take 6 months… wow. But, hey, it will be September in six months, which could actually be a perfect time for Venice tides to get promoted (we’re so optimistic, aren’t we?)

    Other than that, we posted screenshots and links to our personal websites and accounts (iPhoneSDK forum, Behance, DeviantArt, LinkedIn and so on). Just to make some more links all over the web.

    And, well… here we are, with our first 500 downloads! Now that the spring is here (finally, by the way), we know that Venice tides will be temporary forget. We’re ok with that, ‘cause we plan to use that time for our next app - which we still don’t know exactly what will be… but a game, for sure – so stay tuned!

    Posted on Apr 20 2013 - 11:54am with 0 comments. Write a comment