How to Keep Your Game on Top of The Charts The story (mostly) of - - PowerPoint PPT Presentation

how to keep your game on top of the charts
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How to Keep Your Game on Top of The Charts The story (mostly) of - - PowerPoint PPT Presentation

How to Keep Your Game on Top of The Charts The story (mostly) of Doodle Jump Igor Pu enjak Lima Sky Overview Keeping a great game alive, interesting and on top of the charts takes: frequent updates communication with players


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Igor Pušenjak Lima Sky

How to Keep Your Game

  • n Top of The Charts

The story (mostly) of Doodle Jump

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Overview

Keeping a great game alive, interesting and on top of the charts takes:

 frequent updates  communication with players  social networking  promotion

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Intro

Doodle Jump had:

 Over 3 million today  Almost 80,000 on Christmas day  21 downloads on day one

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New Game sales curve

Eat, Bunny, Eat! sales data: Launch - 1st update. August/September 2008

Release day

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Doodle Jump sales curve

Doodle Jump sales data: First 3 months. March - June 2009

Apple feature Gizmodo post Blog coverage Update/weekend

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What did we do?

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Doodle Jump 2

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so we:

We were not ready to give up on Doodle Jump just yet

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 Updated  Communicated with players  Integrated social networking  Reached out to media  Cross-promoted  Tried advertising

new section

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Updates

 Why update your game?  What to release in an update?  When and how often to release

updates?

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Why update your game?

 People LOVE updates  Updates increase sales  Updates allow you to minimize risks  Updates keep the game alive  Updates give you flexibility  Updates give you promo codes  Updates let you communicate with

players

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Why People LOVE updates?

 Updates are FREE  Updates add new content  Updates create excitement around

what will be added next

 Updates get people to suggest

what should be added next

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AniMatch

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AniMatch updates

Kids were excited to see what animal will be added next

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Updates increase sales

Eat, Bunny, Eat! sales data: Launch - 3rd update. August/October 2008

Release day First update Second update

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Updates increase sales

M T W T F S S M T W T F S S M T W T F S S M T W T

Doodle Jump sales data & top grossing position: February 2010

Sales after 2/23 update Projected sales without update

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Doodle Jump top grossing chary position: February 2010 Doodle Jump top grossing chart position: March 2010

Updates increase sales

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Updates minimize risk

 The game can be released faster  Interest for the game can be

gauged with minimal time investment

 Content can be added gradually

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Updates keep the game alive and fresh

 New content creates new interest  People are likely to play the game

again when they see there is a new update available

 Media write about updates

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Promo codes & flexibility

 You get 50 new promo codes with

each update

 Game content can be adjusted

based on player feedback

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Updates let you communicate with players

Missed

  • pportunity
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What should be in an update?

 New level(s), new enemies, new

world(s), new power-ups...

 Not too little, not too much  Players start expecting the same

amount of new content in each update

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When to update

 As often as you can

 weekly, bi-weekly, monthly

 Players will expect you to keep up

with your update frequency

 Around big holidays

 Christmas, Halloween, Valentines...

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Doodle Jump 1.13 - Winter Christmas Snow update

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Doodle Jump winter Christmas snow update

  • Dec. 1 - update approved

Doodle Jump sales data: Nov. 23 - Dec. 13 2009

new sect

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Communication with players

 Use all the available channels  Listen to suggestions  Communicate directly  Monitor and react

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Communication channels

 App Store description page  Message boards / Forums  Facebook  Twitter  Blog/web site

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Description page

 Get your icon to stand out  Have a catchy game name  Choose appealing screenshots  Write a fun description  List player reviews  Have media quotes  Keep updating the info!

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Gaming forums

 Participate  Post information about your game  Seek opinions and reply to

comments

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Facebook

 Create a facebook fan page  Tell people to become fans  Give them a reason to become

fans

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Doodle Jump facebook page

Jul 22 - 1,000 fans Nov 18 - 10,000 fans Feb 16 - 50,000 fans Feb 23 - 60,000 fans

Doodle Jump facebook page fans

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Twitter

 Have a Twitter account  Get followers  Follow others

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Example @LimaSky tweets

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Blog / web site

 Create a blog or web site  Maintain and update  Build in social elements

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Listen to suggestions

 iTunes reviews  forums  Twitter  facebook  email

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Direct communication

 Kids love hearing from YOU, the

developer

 Try to answer every email  Be yourself

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Monitor and...

 Monitor what people are saying

 Twitter, iTunes reviews, forums,

blogs, media...

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... react

 Reply, retweet, post...

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Text

Doodle Jump ad in the Fall issue of Popstar! An article in the Summer issue of Popstar! mentioning that Jonas brothers play Doodle Jump

Monitor and react

new section

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Social networking

in-game integration

 Twitter  facebook  Leaderboards  iPhone social networks

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Submit score to Twitter or facebook In-game score markers

Doodle Jump social networking integration

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Twitter

Doodle Jump Twitter score submission

 Score tweets  Achievements tweets

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facebook connect

 Let players post their score on

facebook for their friends to see

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Clicks on links in Doodle Jump facebook connect post

facebook connect

new section

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Promotion

 Media outreach  Cross-promotion  Advertising

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Media outreach

 Tell EVERYONE about your game

 Media, personal blogs, game forums,

YouTube reviewers, friends...

 Be excited about your game  Send promo code, screenshots,

and gameplay video

 Be persistent, but not annoying

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Cross-promotion

 Consider a lite version  Have a “more games” section  Promote in other apps  Consider crossovers

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Doodle Jump/Pocket God crossover

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M T W T F S S M T W T F S S M T W T F S S

Doodle Jump Pocket God easter egg update

May 22 - update approved

Doodle Jump sales data: May. 11 - Dec. 31 2009

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Advertising

 Very difficult to measure

effectiveness

 CPA is often 2-3 times the price of

the game

 Can be effective depending on:

 the price of your game  your goal  how you define success

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Conversions + Word of mouth sales + Rise on Top Paid chart sales = (maybe) positive ROI

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Advertising channels

 iPhone gaming blogs  Ad networks  Big blogs  Print  Facebook  Twitter

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What worked for us

 Gizmodo

recap

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Recap

To keep your great game alive, interesting, and on top of the charts you will need to:

 frequently update  communicate with players  integrate social networking tools  PROMOTE THE HELL OUT OF IT!

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Questions? Thank you