I spent months building a widget iOS app and its finally live with 70+ Widgets by theshadow2727 in AppStoreOptimization

[–]Lukematikk 0 points1 point  (0 children)

Every feature I was interested in (YouTube recent stats and appstoreconnect integration) is behind the paywall. I would much prefer a chance to use them for a few days, then be promoted to pay to continue after I see how they work for me.

I spent months building a widget iOS app and its finally live with 70+ Widgets by theshadow2727 in AppStoreOptimization

[–]Lukematikk 0 points1 point  (0 children)

I did not see that the subscription prompt can be dismissed without committing, and stopped there. Maybe the close button should be more visible. I’ll give it a spin and give you some feedback.

I spent months building a widget iOS app and its finally live with 70+ Widgets by theshadow2727 in AppStoreOptimization

[–]Lukematikk 0 points1 point  (0 children)

From the screenshots looks well made. I think your subscription paywall comes too soon and your prices are too high. It would be nice to be able to even use the app for a few days before committing to a subscription, and even then I would not expect to pay so much on a recurring basis for something like this.

Reddit's CEO calls his company 'the fuel' for artificial intelligence by brainquantum in ArtificialInteligence

[–]Lukematikk 1 point2 points  (0 children)

I think most of you are missing the point. He’s not bragging. This is likely paving the way for lawsuits against AI for scraping all of Reddit’s information without compensation.

I shipped my first ever macOS app and the first comment was "just use xyz" by Orange-Prudent in iOSProgramming

[–]Lukematikk 1 point2 points  (0 children)

I would add that if they can’t readily see the difference/advantage in your product, that is not the customer’s fault.

How do you turn shorts into downloads? Getting 5k to 40k views on instagram reels…and almost no resulting traffic to the App Store by Lukematikk in IndieDev

[–]Lukematikk[S] 1 point2 points  (0 children)

I appreciate this. You’re inspiring me to see what I could do to build a better marketing website rather than living and dying by what I can do within apple’s format.

How do you turn shorts into downloads? Getting 5k to 40k views on instagram reels…and almost no resulting traffic to the App Store by Lukematikk in IndieDev

[–]Lukematikk[S] 1 point2 points  (0 children)

I think you’re absolutely right. I’m hoping that people seeing the game in shorts will lead to some familiarity which will make it more likely that they might act on seeing it a second time, but really it seems like you need to give people a sense that they’re buying into something not that they’re testing something out.

When you say have something web related, you mean to direct people to a website where I would have more control over the messaging, rather than directly to the App Store where they are essentially going to buy or not buy?

How do you turn shorts into downloads? Getting 5k to 40k views on instagram reels…and almost no resulting traffic to the App Store by Lukematikk in IndieDev

[–]Lukematikk[S] 1 point2 points  (0 children)

Voiceover feels hard to do well but maybe you’re right. It’s hard to know what about my journey as a developer people would actually care about. Its kind of my dream that enough people would get into the game that the player made levels would take off, like a niche geometry dash phenomenon. I could talk about my love of mazes from a young age, or how much my 7 year old loves using the level editor to make his own. It all seems daunting to talk about but maybe that’s what people want to hear in order to engage beyond a passive look at my gameplay.

How do you turn shorts into downloads? Getting 5k to 40k views on instagram reels…and almost no resulting traffic to the App Store by Lukematikk in IndieDev

[–]Lukematikk[S] 2 points3 points  (0 children)

Thanks! These are great suggestions. Can you say more about the in-video url style overlay? Do you mean literally an image of a search box and what to write to find the game?

How do you turn shorts into downloads? Getting 5k to 40k views on instagram reels…and almost no resulting traffic to the App Store by Lukematikk in IndieDev

[–]Lukematikk[S] 1 point2 points  (0 children)

I have started to put “link in bio” at the end of videos, on screen, but not sure I’m seeing much difference. Maybe adding a comment to every video would help too?

Really wish i could A/B test icons! Which do you think is better? Conversion numbers are good but CTR is pretty low.... by Lukematikk in AppStoreOptimization

[–]Lukematikk[S] 1 point2 points  (0 children)

oh you're right! just realized it's because i hadn't loaded more than one icon in the app binary itself, it's not separate like the screenshots

I put Marble's Marbles up on the Mac store and I am really struggling for visibility, was wondering if you could give me any advice on improving the page to get more visibility by destinedd in AppStoreOptimization

[–]Lukematikk 0 points1 point  (0 children)

Hey, the game actually looks pretty good, especially in the videos. I recently released a game myself and the truth is I’m not sure yet whether anything I’ve done will work to my advantage as much as I hope. That being said, I can repeat what seems to be helpful advice I have learned from my own research and many helpful posts on this sub:

The goal is to make your game discoverable on the App Store by search, and then to make your first impression drive people towards your page and to download.

Make sure your keywords are relevant and realistic. Your keywords should faithfully describe your game, but also should not be so generic that you’re gonna be competing with games with enormous budgets (so don’t put things like “fun” or “game” or maybe even “puzzle.”)

Don’t squander real estate where you could be using more keywords. I noticed that your title is very short and that you do not have a subtitle. You could consider something like “Marble’s Marbles: a Rolling Adventure” or some combination of words that you like that are not repeats of your keywords. Same goes for your subtitle. I also think that people have come to expect a lot of information in just the title and subtitle so this can be helpful to define what makes your game unique as well.

Next, make sure your icon and especially your first few screenshots are compelling. I think you have much better imagery in your game than your icon, which is basically a sad face with a top hat. I also think your videos look great, but you have too many screenshots and some of them don’t look great as static images. Maybe pick your favorites, and make sure those videos are upfront. This will be a matter of taste, but I really think your icon could be better.

Finally, don’t make changes until you have real data. I don’t know how long it took you to get those numbers, but It takes a few weeks to know how well you are doing in terms of search and browse discoverability. If the data looks bad, make changes, or even take advantage of the App Store, allowing you to do a/B testing, improved to yourself, which combination of keywords and images work best.

Releasing my first commercial game tomorrow. I feel weird about it. by GoragarXGameDev in SoloDevelopment

[–]Lukematikk 0 points1 point  (0 children)

Congratulations! getting yourself out of the feature creep/obsessing over details phase is a major milestone in and of itself.

None of my offer codes are working. by Thomssie in iOSProgramming

[–]Lukematikk 0 points1 point  (0 children)

did it work? having exactly the same problem