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Submission + - Best way to avoid drowning in the App Store?

stevencbrown writes: I just submitted a game to the App Store, and have been disappointed by the pretty slow sales. The only market that we've had any (small) success in is the UK, as that's where we are based, and our initial email round our acquaintances did enough to push us onto one of the Top 100 category lists, but outside the UK we're getting no traction at all.

The disappointing part is that any of the dedicated forums we've posted it to (like toucharcade) have resulted in glowing reviews, and people who have really enjoyed what we've done. That and the fact that when we look at the lists of the more popular games, they are full of "iMob — 50 points" and variations that take up loads of slots, and make it very difficult to get on the all important Top 20/100 lists.

So, we're not really sure what to do to try and push it. A Lite version is in the approval process, but other than that, what can we do to spread the word, and give it a kick?
Has anyone had any success with advertising anywhere?

And just to get a plug in, our game is a Monkey Island style "point and touch" adventure about a time travelling fridge ( so it is probably pretty niche — but think this probably does apply to any small, indie developers trying to get a game recognised.

If bankers can count, how come they have eight windows and only four tellers?