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Gamieon is a privately owned entertainment software development company located in Tampa, Florida. Since October of 2004, we have aimed to provide quality video game software which emphasizes both intellectual and action-driven challenge to the gaming community. Gamieon depends on the talent of individuals working as a team to develop video games and video game engines with a focus on exceptional game play and surrealism.
Posted by Gamieon on Mar 20th, 2011
In my previous blog I outlined some possible reasons Tiltz had a poor showing in the app store. I made Tiltz 1.03 have six free levels, thirty full levels, and then made a new release. The rating didn't improve much, but it did improve. I do think adding five more levels to the free version helped, but I can't speculate further on why the ratings and sales are poor before I go back to marketing fundamentals.
I like development far more than marketing; I therefore put far more time and energy into it. However, here are a couple fundamentals that are not part of the Tiltz equation:
1. There has not been an active campaign to post Tiltz on all the gaming review sites yet.
2. I have no cadre of fans who have kept up with development and gave Tiltz a high rating out of the starting gate, and helped promote it too.
I probably would have done 1 by now if the ratings were better. At this point, I think the best thing to do is talk to people who have experience with marketing mobile games, and see if they can help me out not just with Tiltz, but my next project in the works. I won't even rule out using another API like OpenFeint if it will help.
Speaking of marketing: The latest version of Tiltz does have banners on the bottom made possible through iAd support. I followed the instructions at Forum.unity3d.com , and they seem to work well. If you are interested in cross-advertising mobile games with me, feel free to drop me a line.
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