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Showing posts with the label ASO

Indie Game Marketing Trial

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As you might have noticed, our first Unity3D game "Bananamarine: Endless Submarine Tap Adventure" was released for couple of weeks ago. This time we decided to put some more effort on game marketing than we have done before: We even had a marketing budget of some tens of Euros (or Dollars), instead of the normal flat-zero budget for our previous games. :) Our target for this trial was to get some experience how game visibility and number of downloads could be increased. Our expectations are not too high, but we just want to see if something really can be done to get things going better. First we started testing how easy it is to increase number of followers for Bananamarine Facebook page with paid advertising. After 10 days and less than 10 Euros spent we had over 350 followers. But we must admit that advertising was targeted to very low cost countries. Anyways, now our simple FB page looks more street-credible than before the campaign. :) We also did some "f...

ASO trial: Closing Words

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I started App Store Optimization trial  in the beginning of September for an Android game called "Del Gibbon's Mad Maths". Based on Google Analytics data, it seems that this trial was not successful at all (what a surprise!). Target of this trial was to improve the game visibility at app store and get more installations. Both targets failed miserably: there were just handful of new installations during the last 3 months. This was the first time I was trying to do any sort of keyword research and optimization, so I guess the result was expected. But what were the reasons for the failure? I guess it was a combined effect of my inexperience in ASO plus usage of related key word research tools. Also, the quality and attractiveness of published game was not too high. If your app is crap, then it is pretty difficult to market it. At least your supporting material, including thumbnails, screenshots and videos should be high quality. What I can do better next time? Pro...

Sorry, no bonus

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Now it is about 7 weeks since I started an ASO trial for one of my apps at Google Play. The target was to improve the visibility of " Del Gibbon's Mad Maths " Android game and get more downloads for it. I have no previous experience on ASO, so this really was the first try to do something for it. I did some keyword research, used a commercial tool for finding primary keyword(s), optimized app description with the findings, and so on. No idea if any of my methods were correct, but I was trying to follow the guidelines obtained from one ASO course from Udemy's collection. Unfortunately it seems that there were just few new downloads for the app for last 7 weeks, so I guess I was not able to do ASO properly at this time. Another option would be that my app is so bad (or looks so boring) that no-one wants to install it and give it a try. :) Anyways, I believe ASO alone is not enough to make your app successful. First of all your app should be interesting enough to ...

App Store Optimization (ASO) trial

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Since there has not been too many downloads for " Del Gibbon's Mad Maths " for Android, I started to investigate if there is something to improve app visibility at Play Store. To begin with something, I decided to get familiar with App Store Optimization (ASO). That is a process to improve app visibility at app store in a similar way than SEO for webpages. This was just to see if that helps at all in this case. In reality it might be that no one wants to play this game, but at least I have to try. :) After taking a short ASO training from Udemy course selection, I used a keyword tool (whose name I will not mention here) to find out primary keyword for my app. This keyword is now used as my app title at Google Play. Also, I tried to tune app description using the secondary keywords to maximize visibility. I am not too sure how I succeeded, but I guess the result can be seen during next weeks (or months). Who knows. My plan is to report the result of this ASO trial...