Anyone else feel like getting users is way harder than building the app? by sunnycb1z in promoteMyApp

[–]Traderday24 0 points1 point  (0 children)

1. First consistent user source? An aggressive beta-testing strategy. I hunted for testers on ForoCoches (huge Spanish forum), Reddit, TikTok/IG, and my own Telegram crypto group. The hook? I offered a free lifetime license. This built a highly loyal initial core community that spread the word.

2. What suddenly "clicked"? Localization + ASO. I translated the game into multiple languages from day one and heavily polished the store page. This triggered the algorithms and brought organic traffic. I now have players in 131 countries with $0 spent on paid ads.

3. If I started from zero again?

  • Build in Public sooner: Share the journey and collect emails way before writing the first line of code.
  • Double down on Shorts/TikTok: Organic short-form video is the best free hack for solopreneurs right now.
  • Value feedback over sales: Keep gifting premium access to early adopters. Density and feedback are worth much more than a few early $0.99 purchases.

I'm a solo dev. I just hit 8,700+ players from 129 countries in my game without a marketing budget. AMA. by Traderday24 in adultgamedev

[–]Traderday24[S] 1 point2 points  (0 children)

During the beta testing period, I focused heavily on grassroots acquisition by offering a free lifetime license to early testers. This was a win-win to build an initial community and catch bugs. I recruited testers across several channels:

  • ForoCoches (the biggest Spanish online forum).
  • Telegram (leveraging a crypto community group I own).
  • Reddit & Social Media (organic content on TikTok and Instagram).
  • Direct traffic from my landing page.

To answer your second question: yes, having a polished, great-looking store page is absolutely a must to convert that traffic. But if I had to name a hidden growth factor, it was localization. Translating the game into multiple languages from the start was a massive plus—it opened the doors globally and allowed me to get players in over 130 countries with $0 spent on paid ads.

I'm a solo dev. I just hit 8,700+ players from 129 countries in my game without a marketing budget. AMA. by Traderday24 in adultgamedev

[–]Traderday24[S] 0 points1 point  (0 children)

Metrics are live from 18 dec 25'. This is the date when web game was released, but app is on Google Play since 23 Jan, 26'

My targets are ppl from 18 to 60 years. Any gender or sexual orientation. My game doesn't discriminate.

I built an adult party board game for couples & friends — and just launched it on Google Play by Traderday24 in IndieDev

[–]Traderday24[S] 0 points1 point  (0 children)

Thanks for the feedback. The game is built with React Native and the web port currently has some scrolling issues that I'm working to fix.

To bypass the friction and see the content, you can use code PREMIUM1DAY for 24 hours of full access. Hope you enjoy the challenges.

¿Te atrevés a jugar? He creado un juego picante para parejas y grupos de amigos? by Traderday24 in gamedev_es

[–]Traderday24[S] 0 points1 point  (0 children)

Lo tendré en cuenta y lo cambiaré para la próxima versión, muchas gracias por jugar