If your app has been launched and follows the following curve: more than 20 on the first day, then declining every day, and reaching single digits within a week, then congratulations, you have joined the "It turns out that app store gold is not readily available" club. Another piece of news that may make you feel a little relieved is that the members of this club account for 95% of all appstore developers. So what are you going to do now? First, calm down and analyze the reasons. The most important reason is probably that your product is not good enough. Then you need to make a judgment whether you can improve the product quality based on the existing basis. If not, please give up decisively, don't waste any more energy, and start developing new products. However, if you think that your product still has certain characteristics, then continue reading. 1. Once again, I want to emphasize the importance of names, icons, screenshots, and descriptions. After all, you can modify them repeatedly for free, so you must present the most eye-catching ones to users. The most ridiculous thing I have seen is a super crappy game with a good name and screenshots that make people think they are good. The lite version is actually among the top free games, and the rating is only 1.5 stars. However, its official version can sell hundreds of copies every day. But similarly, if the same number of downloads of the Lite version is applied to an excellent game, the number of downloads will not be in the three digits. So if your game is good, don't let this put you at a disadvantage. 2. In my experience, if the daily sales volume is less than 30, changing the price from 0.99 to 1.99 will not have a significant change in sales volume, but the revenue will look a little better. However, if it is changed to 2.99, it will directly drive users away. Of course, this also depends on the type of your product. 3. Since we are discussing single-digit sales, it is certain that this amount of income is insignificant to you, so you can relax and give it a try. Anyway, you won’t lose anything, right? The first thing is to lower the price. There are many software and websites that are tracking similar information, which invisibly increases the chance of exposure. Free will be more effective, but free will bring a lot of 1-stars. Weigh the pros and cons for yourself. If you can get into the top free rank when it's free, you still have a chance of success. The most obvious example is fling, which ranked first for free and is still in the top 100 after charging. Of course, everything is based on the premise that your game is good, but just lacks attention. On the contrary, if no one pays attention to free, it is better to give up. 4. If the free version works well, you can go the free + advertising route. The data I got is that about 10,000 downloads correspond to $70 in revenue. If you have other new products, you can use this method to promote them. But from my personal experience, if it’s free, just use it for one day, unless you think there’s no chance at all. Even if it's free, you still need to go to the forum and shout out so that your message can be heard by users. 5. If you feel that the free strategy is too risky, or the game feels more competitive after the update, you can increase the price when you estimate that the update is about to be passed. After it is ready for sale, return it to the original price, use the power of double exposure, and try again. (Updated after one year, this item is no longer meaningful because the update will no longer have much exposure) I emphasize again that if you don’t use or play with your product much, there is no need to bother with it. The above suggestions apply to works that are not just for practice, but have clear production goals. When doing any promotion, the product always comes first. |
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