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Outwitters' low revenue - Marketing suggestions and ideas for OML
02-28-2013, 04:01 AM (This post was last modified: 02-28-2013 04:08 AM by freerodo.)
Post: #121
RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
I just checked out the "TOP APPS BY INCOME" (translating it from Spanish), and Outwitters doesn't show in the top 200!

Jetpack Joyride is # 148! Its replay value is a joke compared to OW... well, I might be biased. Wink

I'm starting to worry about the future of this app! Are Adam and Alex able to cover the monthly costs???

I have made several purchases and will continue doing so to support... but if not enough people do this on a monthly basis, this doesn't look good. Sad

EDIT:
As far as the actual TOPIC, they should have charged a buck after coming out as Apple's App of the Week, and any future installments (OW2?) should cost $1-2.

As far as the present situation, aside from the current IAP offerings, I think a subscription model could help ($1-2 per month) - those of us who play the game more would help cover monthly expenses. Maybe "force" a subscription for players to rise above FLUFFY LEAGUE for instance.

They probably wouldn't want to "force" anything - so just allow us a subscription option IAP to help support!

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02-28-2013, 04:23 AM
Post: #122
RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
I have to imagine things have improved somewhat. I know I have convinced at least 4 people to download the app and they all bought the uber pack. One of those 4 convinced 6 or 7 of his friends to do the same. I'm guessing many of you have similar stories. I'd love to hear an update.
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02-28-2013, 04:25 AM
Post: #123
RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
I tried but most of the people i know that would possibly be interested in outwitters are using android devices

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02-28-2013, 04:44 AM
Post: #124
RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
Same with me bro.

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02-28-2013, 04:47 AM
Post: #125
RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
(02-28-2013 04:44 AM)Gfich Wrote:  Same with me bro.

Im downloading outwitters on my cousins ipad right now. And ill invite him to friendlies from time 2 time hoping to get him hooked.

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02-28-2013, 04:49 AM
Post: #126
RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
(02-28-2013 04:47 AM)TheQwertiest Wrote:  
(02-28-2013 04:44 AM)Gfich Wrote:  Same with me bro.

Im downloading outwitters on my cousins ipad right now. And ill invite him to friendlies from time 2 time hoping to get him hooked.
Play fast turns!

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02-28-2013, 05:01 AM
Post: #127
RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
Of course. I think thats one of the main reasons people get turned off from playing

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02-28-2013, 08:28 AM
Post: #128
RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
(02-28-2013 05:01 AM)TheQwertiest Wrote:  Of course. I think thats one of the main reasons people get turned off from playing

Yeah, there seems to be this false expectation that the game is live and when you start one, the other player is at his/her device ready to play the game through. I have started multiple random friendlies where I'm P2 and the chat box already says something like, "c'mon already", and they never take turn 3.
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02-28-2013, 08:56 AM (This post was last modified: 02-28-2013 08:57 AM by freerodo.)
Post: #129
RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
(02-28-2013 04:47 AM)TheQwertiest Wrote:  Im downloading outwitters on my cousins ipad right now. And ill invite him to friendlies from time 2 time hoping to get him hooked.

Let him win! Big Grin
(02-28-2013 04:23 AM)worldfamous Wrote:  I have to imagine things have improved somewhat. I know I have convinced at least 4 people to download the app and they all bought the uber pack. One of those 4 convinced 6 or 7 of his friends to do the same. I'm guessing many of you have similar stories. I'd love to hear an update.

I'm in the process of getting 2 cousins hooked as well.

Grassroots movement?

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03-03-2013, 03:08 AM
Post: #130
RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
What a surprise to see that this wonderful app is not doing any benefit ! I'm thinking about buying new packs (even if I already spend 6$ for this game, what is ridiculously low for a game, but it's still the iOS game I spent the most money in)
I think it's a bad idea to pass this application in the paying category. Why did most of the players download this game ? Because it is free to play ! I wouldn't have downloaded this app if it was a paying app. I hate games which have advertisements every ten seconds, I delete immediately the app if I see an advertise.
The best idea is to block the number of games to 10. This would "force" people to buy a pack. To include the forum in the app is a great idea too, this would keep new players.
The biggest problem is in the attractiveness of the app. The icon is not enough explicit and the description is not catchy. And it would maybe good to do some advertise for this app (in one of the section of the app store for example).
The final goal would be to develop this app for the android market too, but it's just impossible with the benefits realized on the iOS version !

It's incredible to see that an app with a T-Rex who repeats what you say make huge benefits whereas an awesome, beautiful with a wonderful soundtrack game do losses...
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