Today we are in the mood for some industry insight.
It is already hard to develop a good game, but it’s even harder to market it. Thousands of mobile games are published every day, and unless you are a big studio, you are most likely out of luck, and you won’t see many downloads of your game. What are you left to do? User acquisition. For example, Facebook provides you with many way to market your app through a newly-created page or directly through App Install ads. However, the rule of thumb is to pay $1 per user, and given that to gain a momentum you need thousands and thousands of your downloads, this user acquisition method is not sustainable for many indie developers. In addition to this, have you ever heard of Facebook Fraud?
So what can you do to market your game besides partnering with a big successful publisher like us? 🙂 You can find some less conventional channels. For example, YouTube: most famous youtubers have millions of fans, and if you’re skilled (and lucky) enough as a marketer, it’s possible that they will broadcast your game in one of their videos. It happened to Zombuster, that was played by PewDiePie and CutiePieMarzia. After that, thousands of people are playing the zombie classic, published under our label Tiny Games:
The effect of featuring the game in one of their video was well beyond our expectations. In addition to helping to gain active users, the appearance of Zombuster in these videos helped cross-platform marketing – now we have a #Zombuster trend on Twitter:
We augmented the Zombuster effect by implementing the communication campaign through all our own media channels with millions of followers, and we are very satisfied with the results. Creativity and careful planning are the main causes of Zombuster success.
Don’t know how to approach a youtuber with 40 million followers? Having troubles creating a strategic launch plan? Publish your app with us and our best marketing experts will work on how to make your game popular!
P.S. Zombuster is a really good game, so if you for some reason didn’t try it yet, go for it on iOS and Android!
As developers we didn’t manage to publish many games or updates in the last 6 months because we’re working hard on two big projects that we really hope will tear up the market! In the meantime, as publishers, we did a great job in finding very good partners to work with and we’re releasing a lot of games in our two main brands (Tiny Games is the other one). Today we’re writing this post to give you, indie developers out there, a reason to choose redBit games as a publisher for your brand new games. We will do that by publishing an interview with Buffalo Bit (more info on their tumblr or facebook page), a young indie gaming company based in Rome (Italy), that is creating a series of games based on numbers. Their first title, Nr 01, was quite a hit (200.000 unique players in the world), and their next game, Nr. 02 is almost ready to hit the App Store and Google Play Store.
First of all, who are you guys and why did you decide to work in such a competitive market like the mobile gaming one?
We’re the Buffalo Bit, a newborn software house. We are focusing on gaming, despite the competition, because this is the main kind of software we’ve been using and enjoying throughout our lives. Besides, it’s funny and creative, and it requires a blend of skills that goes from writing outstanding software to drawing exceptional textures up to designing something that ought to be funny and engaging.
When did you approach the developing of videogames? Did you try to publish any other games other than Nr. 01 and Nr. 02?
It was almost 2 years ago, we were a team of 3 people, now we’re just 2. At that time we focused on a quite elaborated game which took long time to be developed. It was a word game with real-time challenges between users, its name is BlaBalls, it’s still available on the App Store and Google Play, but we’re not working on it anymore, since it definitely didn’t succeed, probably because we had no marketing whatsoever. Anyway we started working with native development and now we switched to Cocos2d because doing two different versions for any game (iOS and Android) was really a waste of time.
Why did you choose us, redBit games, as a publisher? Do you think it was a good choice and why?
We met a few publishers before making our choice, then we settled on redBit games because they not only proved to be very professional and reliable, but also because we enjoyed the various meetings we had, finding their way of thinking quite innovative, clever and full of useful insights. We’re definitely happy of this choice, all our impressions have been confirmed! (Of course the big community of 4 million monthly users helped in this choice too… Ed.).
You focus your production on “number games” (puzzle game with numbers): what was your inspiration? Are you planning to go from Nr 01 to Nr 10?
We are a mathematician and a designer, we often spend time with friends, who are mostly scientific researchers, talking about logical problems. We got caught in these kinds of problems and thought that many people in the world could get caught too, so, why not make a game that requires those same logical skills? And since nr.01 is going rather well, during a meeting with redBit games, we decided to continue, making a collection out of games, getting to Nr 10, or maybe even more.
Now it’s time to talk about yourself…
Francesco: I’m a mathematician; my gaming passion dwells mainly to logical games, but not only those. I’m also a musician, mainly a guitarist: I recorded a CD by myself which a I never published (I guess I should find a publisher in this market too..) and a real backpacker – during my last trip I’ve been around Asia for 8 months. My dream would be to travel with my laptop, developing games and finding inspiration along the way.
Andrea: I’m a designer. I’ve been working for several years in the brand design market. I grew up playing video games on: Amiga, Commodore, Nintendo, Game Gear, Game Boy, Super Nintendo, PlayStation, PlayStation 2, Nintendo Ultra 64, Game Cube, Wii, XBoxOne. I guess I was meant to work with video games.
Thanks for answering our questions and best of luck for your future projects!