Loading...
Answers
MenuHow can I best promote my solitaire game app?
Hi! I recently released my first computer game. It's a simple solitaire game that can be played right in the browser or on on iPhone/iPad.
The biggest challenge for me right now it’s promotion. I would be very grateful for any recommendations and/or ideas.
Answers
Hi there,
I'd recommend having a strong social media presence. You could use Knowem.com to check availability of social media channels and they will show you the top ones you need to be on. Today you should at least have an Instagram in addition to a Facebook Page and a dedicated Twitter account. I can explain how to set all of this up and how to easily manage it too.
Hi there-
Solitaire would be a tough niche since it can easily be coded, there are clones floating around designed just to monetize off CPM. Anyway, If you have funds, consider penny banner ads targeted from other card game applications.
Think about the websites and apps that have the biggest ammout of traffic (Youtube, Facebook, iAd, Google Analytics, etc).
Related Questions
-
How do you manage a developer who's slow, especially when you have a small budget and you don't feel like you'll get things done in time?
Usually Programmers are only slow when they don't know how to solve a particular problem. So they will spend a lot of time researching and a lot of trial & errors to solve a problem. It is important that before you engage a programmer on a project, you break down the entire project into simple, easy to understand modules. Let him give you an estimate of how many hours he will require to complete each of the modules. Example: a typical site will have a login module, registration, My account, profile etc. So let him estimate how much he will require to do the login. You can go even detail here. (e.g. how much extra time if you were to implement Facebook/Twitter Login?). Once he start developing, track his progress closely and make sure he is following his given timeline. If he goes over his budgeted time on a module, talk with him and see what went wrong. It is often seen that they may be wasting their time on something very insignificant that you may have asked him to implement, but you can totally go by without it too. So by understanding what is taking longer time, you will be able to prioritise things better. You definitely need some tools to get this done. Google Spreadsheet or Excel works just fine. But if you don't mind spending a few bucks there are many agile project management tools that you might look into. Here is a list, google them all and sign up for trials: * AgileZen * Agile Bench * Assembla * AssiTrack * Blossom * Basecamp * Breeze * DoneDone * Eidos * Fogbugz * GreenHopper * Jugggla * Kanbanpad * Pivotal Tracker Or the reason why he is slow can be purely non-technical. Sometime your developer may don't share the same level of enthusiasm as you about the idea that you are working on. They often don't often see the "bigger picture" (since you don't share everything with them explicitly). If you can somehow get them excited about what he is a part of, it will work like a drug :) He will work day and night without questioning you. But you need to work equally as hard as him. The moment he sees that you are the boss and he is just the guy doing work for you -- his mentality will shift from being part of something to being the low paid developer. Ultimately its all about motivation and making him a part of your venture. After all he deserves it, if he is really playing a crucial role in the entire development.SK
-
What is the generally agreed upon "good" DAU/MAU for mobile apps?
You are right that the range is wide. You need to figure what are good values to have for your category. Also, you can focus on the trend (is your DAU/MAU increasing vs decreasing after you make changes) even if benchmarking is tough. Unless your app is adding a huge number of users every day (which can skew DAU/MAU), you can trust the ratio as a good indication of how engaged your users are. For games, DAU/MAU of ~20-30% is considered to be pretty good. For social apps, like a messenger app, a successful one would have a DAU/MAU closer to 50%. In general most apps struggle to get to DAU/MAU of 20% or more. Make sure you have the right definition of who is an active user for your app, and get a good sense of what % of users are actually using your app every day. Happy to discuss what is a good benchmark for your specific app depending on what it does.SG
-
Pre-seed / seed funding for a community app... valuation and how much to take from investors?
To answer your questions: 1) Mobile companies at your stage usually raise angel funding at a valuation equivalent of $5,000,000 for US based companies and $4,000,000 to $4,500,000 for Canadian companies. 2) The valuation is a function of how much you raise against that valuation. For instance, selling $50,000 at $5,000,000 means you are selling debt that will convert into shares equal to roughly 1% of your company. 3) I would encourage you to check out my other answers that I've recently written that talk in detail about what to raise and when to raise. Given that you've now launched and your launch is "quiet", most seed investors are going to want to see substantial traction before investing. It's best for you to raise this money on a convertible note instead of actually selling equity, especially if you are intending on raising $50,000 - $100,000. Happy to schedule a call with you to provide more specifics and encourage you to read through the answers I've provided re fundraising advice to early-stage companies as well.TW
-
Whats are some ways to beta test an iOS app?
Apple will allow a developer to register 100 UDID devices per 12 month cycle to test via TestFlight or HockeyApp. Having started with TestFlight, I would really encourage you NOT to use it, and go directly to HockeyApp. HockeyApp is a much better product. There is also enterprise distribution which allows you far more UDID's but whether you qualify for enterprise distribution is difficult to say. As part of your testing, I'd encourage to explicitly ask your testers to only register one device. One of the things we experienced was some testers registering 3 devices but only used one, essentially wasting those UDID's where we could have given to other testers. Who you invite to be a tester should be selective as well. I think you should have no more than 10 non-user users. These people should be people who have either built successful mobile apps or who are just such huge consumers of similar mobile apps to what you're building, that they can give you great product feedback even though they aren't your user. Specifically, they can help point out non obvious UI problems and better ways to implement particular features. The rest of your users should be highly qualified as actually wanting what you're building. If they can't articulate why they should be the first to use what you're building, they are likely the wrong tester. The more you can do to make them "beg" to be a tester, the higher the sign that the feedback you're getting from them can be considered "high-signal." In a limited beta test, you're really looking to understand the biggest UX pain-points. For example, are people not registering and providing you the additional permissions you are requiring? Are they not completing an action that could trigger virality? How far are they getting in their first user session? How much time are they spending per user session? Obviously, you'll be doing your fair share of bug squashing, but the core of it is around improving the core flows to minimize friction as much as possible. Lastly, keep in mind that even with highly motivated users, their attention spans and patience for early builds is limited, so make sure that each of your builds really make significant improvements. Happy to talk through any of this and more about mobile app testing.TW
-
iOS App: Beta vs Launch Quietly?
I would suggest launching in a foreign app store only (ex: Canada). That will allow you to get more organic users to continue iterating without a big push. I got this idea from Matt Brezina (Founder of Sincerely, previously Xobni) https://clarity.fm/brezina - he's the man when it comes to testing & iterating mobile apps.DM
the startups.com platform
Copyright © 2025 Startups.com. All rights reserved.