@WhiteSponge exactly..tryin to get ideas for a friend..and maybe others as well that have the same struggles..
#dev #help #iOS
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Replying to @Doomfan
@Doomfan@WhiteSponge This is great advice. I agree with the community idea. Get others to promote, so it don't sound stale coming from you.2 replies 0 retweets 0 likes -
Replying to @RainbladeStudio
@RainbladeStudio@whitesponge yes but how do they promote your product? Tell a friend? In game tweets? Gifting? What drives sales up??1 reply 0 retweets 0 likes -
Replying to @Doomfan
@Doomfan@WhiteSponge if you can get social networks behind it, that's one way to go. Holding events to get into the local news.1 reply 0 retweets 0 likes -
Replying to @RainbladeStudio
@RainbladeStudio@Doomfan It depends on many factors. Who is your intended audience? Do you want to spread the word locally? Globally?2 replies 0 retweets 0 likes -
Replying to @WhiteSponge
@WhiteSponge@rainbladestudio I don't think y'all make games 2 support a local audience..unless you do this for fun.global would be the goal1 reply 0 retweets 0 likes -
Replying to @Doomfan
@Doomfan@WhiteSponge Though if you can get a local community behind you, I feel its easier to reach bigger markets with word of mouth.1 reply 0 retweets 0 likes -
Replying to @RainbladeStudio
@RainbladeStudio@Doomfan It really depends. Most importantly, find out what works for you (be it to start locally/globally) :)1 reply 0 retweets 0 likes -
Replying to @WhiteSponge
@WhiteSponge@Doomfan Yup. Define your exact audience, your core, and go right for them.1 reply 0 retweets 0 likes -
Replying to @RainbladeStudio
@RainbladeStudio@whitesponge so you are happy with slow..growth with your efforts..I am sure you work your asses off..2 replies 0 retweets 0 likes
@Doomfan @WhiteSponge No, but I feel that to get explosive growth, you have to get a huge snowball effect, until it is rolling by itself...
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