Ask HN: My game was just featured in the Windows 8 app store, what do I do next?
I'm a longtime lurker of these forums and after reading your stories for years I took the plunge and started a company to focus on making indie games. It's just me working my tail off and trying to create something original and fun. So far I’ve shipped two games and have a third one on the way.
The reality is I'm an engineer at heart and terrible at marketing. Just when I was starting to give up hope on my first game Adlib (http://spottedzebrasoftware.com/app/adlib) I found it was going to be featured in the Windows 8 app store! Now that it's happening I want to try to do everything I can to make hay while the sun is shining. I truly believe in this game and know from a previous version that its fans love it.
From those of you who have been down this road can you give me some tips on how I can best take advantage of this event? In particular, what advice do you have in order to reach new customers?
Thanks and looking forward to your feedback, Alex
46 comments
[ 5.3 ms ] story [ 104 ms ] threadMy advice: make sure you have compelling logos (http://msdn.microsoft.com/en-us/library/windows/apps/hh84629...), screenshots and a short description. Also have a trial of the app.
This is a good place to start:
http://onstartups.com/tabid/3339/bid/80121/How-To-Get-Media-...
You want to give them a pre-packaged story and from a quick look around your site, you appear to have one (ex-MSFT guy who moved to Amsterdam, built an awesome game and it's now featured in the app store - that's a story).
You might consider reaching out to the Microsoft PR department. They want as much good publicity for the app store as they can get - so they might be willing to put some PR muscle behind you and your game.
My background is in marketing (and I lived in Amsterdam for a year haha) feel free to shoot me an email if you run out of ideas. Good luck!
Will definitely try to reach out to Microsoft too, great idea.
I really like the idea of crowdsourcing some of the localization via an API or even a simple WIKI. Just one more thing to add to the never ending list...
I would take a close look at your retention rates and find where people are dropping out of the game and use that information to make the best iOS version possible.
It looks like a great game and will translate well to touch interfaces. Do it.
Right now I am wrapping up a third game (think multiplayer Adlib) also for Windows 8, but once that project is complete I will have to re-evaluate what platform to target. To date the stated advantages of Windows 8 have not worked in my favor. I'm still inclined to target emerging platforms (Occulus Rift, OUYA, etc.) but it's something I am quite torn on. Still this is helpful food for thought.
Developing for Windows 8 now is really smart: there are only 43.000 apps at the moment, meaning that there is very little competition. If you start building a Windows 8 now, you are a huge leap ahead of the competition.
The product is undeniably broken, and you work on that product? Aren't you at all concerned about having the problem fixed, even if it is not directly under your control?
http://www.evanmiller.org/how-not-to-sort-by-average-rating....
and this little page demonstrates an adaptation to a 5-star rating system:
http://www.goproblems.com/test/wilson/wilson.php?v1=0&v2...
Randall Munroe gave a user-oriented explanation of the system here:
http://blog.reddit.com/2009/10/reddits-new-comment-sorting-s...
I've recently began rewriting our framework to Mono / C# and so far it's been a good experience. From what I've read I should be able to have at least 50% shared code across platforms, but some type of apps can perform even better. Games written with MonoGame (open-source version of Microsoft's XNA framework) might be able to share over 90% of the code between iOS / Android / Windows Phone apps. Also the Ubuntu phone will be a possible target in the coming year.
So yeah, I agree Windows is an interesting target, but you don't want to miss out on the other markets. Mono is the best solution to have a performant app for most platforms while at the same time offering a native UI experience.
The most important thing, in my opinion, is to follow the MVC or MVVM (my preference) pattern and keep all of your game logic in a portable class library. This will give you the flexibility to target new platforms relatively quickly in my experience.
I've made a number of solutions to common problems I ran into which run on Windows 8 and 7 (and potentially other platforms) available if you're interested. Check it out here:
https://bitbucket.org/spottedzebra/pasta
I agree that it's a good place to be selling right now, as the competition is sparse and largely terrible. There are a lot of holes waiting to be filled. I don't think it's going to grow the way you seem to be predicting.
Computers are different now.
The numbers get even more interesting when you move into some specific subcategories: according to my version (UK) of the Windows Store, there are currently ~230 action games, ~550 arcade games, ~180 card games, ~80 shooter games and ~60 simulation games on it.
I doubt the numbers for the US and other versions of the store are very different, since basically nobody will restrict themselves to only the UK market if the game is already in English.
Now, I don't know any statistics on how strongly users depend on using subcategories to find games, but I know that's what I'd do if I wanted to find an interesting game.
Education 3811
Entertainment 3587
Photo 562
Music & Video 1012
Health & Fitness 867
Security 134
Tools 2387
Government 111
Shopping 179
Games 3657
Lifestyle 1292
Food & Dining 754
Business 708
Travel 1050
Social 523
Finance 360
Productivity 1154
Sports 816
News & Weather 1598
Books & Reference 3158
As you can see there are only 111 'government' apps for example. Since the list of 'top x apps' only contains 100 entries, you're pretty much guaranteed to be in the top 100 of government apps when you make one (it can be anything, an app for a political party, an app for polls, etc.). The same goes for 'shopping' and 'security' (and a little bit for finance, which has 360 apps).
Edit: here are the stats for the different 'games' subcategories:
Action 183
Adventure 72
Arcade 512
Card 167
Casino 73
Family 258
Kids 390
Music 27
Puzzle 1269
Racing 33
Role playing 48
Shooter 92
Simulation 54
Sports 71
Strategy 203
I'm betting there will be a fairly sharp increase in the daily submission rate for games once Unity3D makes deployment to the Windows Store available for everyone. According to the Unity guys, they currently have 'no information' on when that will happen, but since some of their selected partners already have this option I'm guessing it'll be a matter of just a few months or so.
1. Its very hard to get any mindshare among 300k apps so it makes sense to launch on the platform in my mind where you can get the most traction, which seems like Window 8 right now (if f(eyeballs / apps) is a good model for this). 2. Windows is bigger than them both. I know that isn't a popular fact on HN but its pretty clear that like it or not the market is going to shift to Windows 8 slowly but surely.
For example, you have to pay lots of money for the SDK and app submission, they have incredibly restrictive terms on what is acceptable, and they have a reputation for randomly yanking apps with no explanation other than "you violated our policies" (and no refund of the application fee).
There's no recourse because non-jailbroken phones can't download from anywhere but the official app store.
ios users may be a good-sized market full of big spenders, but I personally find them unattractive due to the outright hostility of Apple toward developers.
You cannot install Windows 8 metro / modern UI apps from anywhere but the Windows Store without unlocking the device with a developer account.
Other example titles of shameless self promotion guised as useful information migth be "What not do with your first million" or "What life is REALLY like once your startup makes it" or anything else which trades a worthless anecdote for attention.
- there are only 43,000 apps in the Windows 8 store. Of those, only ~ 3,600 are games. Despite these numbers, one particular developer only sold nine apps for a total of about twenty pounds.
- how not to advocate for a platform. Or, how to genuinely annoy people while trying to persuade them to do what you want.
I would recommend avoiding the serial-games, single sales model if at all possible and try and get a recurring revenue stream and frequent releases 1. Games are hard, and the 800lb gorillas harder still
You can hear me blab about some of my process on Channel 9: http://channel9.msdn.com/posts/From-XNA-game-to-Windows-8
You can download the source code for a project running on Windows 7 & 8 from GitHub: https://github.com/aschearer/LudumDare24