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Couch marketing of a mobile game, part 2 (VK publics, paid reviews, cross-promo)



In the meantime, we continue modest experiments with the budget promotion of our mobile crafts in Russia and share with you the numbers. This time we’ll try to swing a small but proud cinema quiz parallel to GooglePlay and the AppStore , answering the following questions along the way:


Spoiler:



And now more:


A year ago, as the first experimental application, we did a small quiz, minimally invested in the promotion and the game, contrary to expectations, did not fail, and generated 100k installations in the AppStore and 300k in GooglePlay in six months. There was a logical desire to repeat success. Ok, we do similar application and we turn the same marketing manipulations. We look what happened.
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The main goals and guidelines were as follows:

No sooner said than done. Here is the schedule of daily installations of the application for the first month, and in the table below is a brief summary of day-marks:


dateSpent (rub.)Settings on GooglePlaySettings in the AppStoreSpent / Install
one13.12.15-15eleven-
212/14/1529901521529.84 rub.
312/15/15520019712915.95 rub.
four12/16/151250050126316.36 rub.
five12/17/151274968633412.5 rub.
612/18/1538992762227.83 rub.
712/19/15975011546535.40 rub.
eight12/20/15-313262-
912/21/1525001451069.96 rub.
ten12/22/151250012318840.19 rub.
eleven12/23/15990062019312.18 rub.
1212/24/1514,50053232617.00 rub.
1312.25.1530003511795.66 rub.
1412/26/15-15274-
Total:8948847372745~ 12rub / install
More details [expand]
[ one ]
- December 13, launch simultaneously on iOS and Android. These settings are generated by friends and their reposts.
- 77th place in Free Trivia in the AppStore
[2]
- the posts looked like this: puu.sh/nToHV/36a78e84b3.jpg
- 19:00, 1190 p., 800k subscribers (vk.com/x.film), after 24 hours likes / repost: 18/3
- 20:10, 1000 p., 850k (vk.com/kino_vk), 36/3
- 20:15, 800 p., 500k (vk.com/spartacus2012), 16/2
- 49th place in Free Trivia in the AppStore
[3]
- 18:20, 1500 p., 1.200k (vk.com/so.films), 18/2
- 19:00, 1200 p., 720k (vk.com/filmadvice), 8/1
- 20:05, 2500 p., 1.700k (vk.com/movie4you), 28/2
- 48th place in Free Trivia in the AppStore
[ four ]
- 10:00, review on the appsad.ru website, free of charge -> a couple dozen installations on iOS
- 12:00, included cross-promo from the previous game in GooglePlay
- 14:00, 2000r. review on iosgames.ru, from them the same mailing (signed as AppCompass) -> 600 viewing views per day, ~ 70-100 installations in the amount of
- 18:10, 6000r., 4.400k (vk.com/dfilm), 107/7
- 19:00, 1400r., Review on procontent.ru -> it is difficult to calculate the exhaust, but I guess he was very modest
- 19:05, 3100r., 2.400k (vk.com/world_movie), 65/12
- 23 place in Free Trivia in the AppStore
[ five ]
- 11:10, 700r., A small review on app-s.ru
- 17:40, 999r., Review from applemix.ru
- 18:05, 6000r., 4.300k (vk.com/onlinekinoteatr), 63/9
- 19:00, 950 p., 570k (vk.com/hdkino_2015), 21/2
- 19:05, 1700r., 1.200k (vk.com/new_kino_o), 36/1
- 19:30, 1500r., 1.500k (vk.com/sseriess), 119/10
- 21:00, 900r., 530k (vk.com/club457), 35/2
- 18th place in Free Trivia in the AppStore
[6]
- 12:00, 1499r., Review on tech-touch.ru
- 16:00, 1000r., 600k (vk.com/centr_film),? /?
- 19:00, 550r., 630k (vk.com/novinki_kino_2016), 18/2
- 20:00, 350r., 480k (vk.com/the_horror_movies), 12/1
- 20:20, 500r., 470k (vk.com/kinofilmz), 16/0
- 25th place in Free Trivia in the AppStore
[7]
- 11:10, 9750r., 3.200k (vk.com/leprum) 433/19, - Public “Lepre”, not about movies
- 6th place in Free Trivia in the AppStore, 151 in the Games, 471 in overall
[ eight ]
- did not do anything
- 13th place in Free Trivia in the AppStore
[ 9 ]
- 10:00, 2500r., Review on iphone-gps.ru
- 12:00, our article on megamozg.ru
- 23:00, launched a cross-promo from the previous game in the AppStore
- 31st place in Free Trivia in the AppStore
[ ten]
- 17:30, 12500r., A review of the planetiphone.ru - 2500 views per day, another 3500 days, 4000 after three months ... Expensive, inefficient, meaningless.
- 40th place in Free Trivia in the AppStore
[ eleven ]
- 19:00, 9900r., Review on w3bsit3-dns.com.ru, for 2 months, 4500 article views, 1000 transitions to the market for the link
- 50th place in Free Trivia in the AppStore
[ 12 ]
- 15:00, 4500r., Review on MacDigger.com
- 19:00, 10000r., Review on AndroidInsider.ru - expensive, inefficient
- 38th place in Free Trivia in the AppStore
[ 13 ]
- 15:45, 3000r., Review, (vk.com/online_2016), 47/0
- 34th place in Free Trivia in the AppStore
[ 14 ]
- Finished with paid promotion, we look at the results
- 66th place in Free Trivia in the AppStore
Yes, there is no tracking in the application, so the installation information is “dirty” and it is not entirely correct to consider the installation cost as “spent per day / install per day”, but the order of the amounts can be estimated

Happened?


No, it was not possible to repeat the launch history of the previous project. We got to the 6th place in our category in the AppStore, but there was an unpleasant thing with GooglePlay ...

We have never appeared anywhere in the GooglePlay catalog, either in new products or in the top of its category at least at the bottom, i.e. the game could only be found through a search or a direct link. And the games that came out later with 5-10 installations were new, and we with thousands of players didn’t ... At first I decided that maybe Google needed time to index the application. But a week has passed, two months, we have already squandered the entire budget, but the catalog has not surfaced. At this point, it was already decided to restart the game, because The situation is clearly not healthy, but it was still not clear what happened and why we flew past the directory.

And then the developer of the Intellect-battlle application wrote to me, saying that they had exactly the same situation - they started the game, caught up with a bit of traffic, but never appeared. In the support, both they and us were answered roughly the same way: “guys, formally getting into the catalog and top categories is not guaranteed, technically everything is OK, try your best”. As a result, agreed on the assumption that the root of the problem lies in the haggling of the name - we have “Remember the Movie”, they have some variation with the word “Millionaire”, and in the market there are hundreds of “films” and “millionaires”, respectively, Google ignored. This is not accurate, but the most working hypothesis. In general, we renamed our games, started a new Bundle ID, restarted, and literally in 24 hours appeared wherever it was expected. I hope someone reads this story, edits its unnecessarily “SEO” name before launch and does not step on our rake

Another obvious reason for failure is trite, the game is not so good as to crack the word of mouth and shake the algorithms of recommendations of the stores. This is just a sturdy quiz game. Yes, with a unique feature in the form of audio tips, but for a potential player it looks like “another quiz about the movie”. Moreover, we have something to compare - if you look at the dynamics of the previous launch , you can see that the same channels, for example, macdigger.ru, w3bsit3-dns.com, the public of “Lepre” generated 1.5 times less installations this time. That is, less people became interested in advertising, and then from those who are interested, a smaller percentage actually got involved in the game.

Well, the strategic plan failed, it happens, but then we have the results of working with two channels of promotion.

VK groups


Pros: cheap, live players, easy to scale, almost no moderation, easy to target
more ... ↴
- You can pick up suitable thematic communities, but it seemed to me that it would be more efficient to find game lovers, and not fans of the setting.
- For comparison, motivated traffic can be found at about the same price of 10-20 rubles, but these will be “dead souls”, suitable only for manipulating the ranking in the tops (even in the responses, schoolchildren will spoil if there are problems on the supplier’s side “Motive”), and here you get really live players
- In the pictures: the ratio of New Users and DAU when using the motive - puu.sh/nTeiy/a5862a5c39.png and from posts in the social network - puu.sh/nTemx/e084b76c4d.png; it is evident that after boost motivated installations DAU immediately slipped to its previous value
- If you believe iTunesConnect, 50% following the link from the advertising post, installed the game. Given that, on average, we only have 25% of those who visited the game page, they are converted into installed ones.

Minuses: the post hangs only 1 hour, then it is lost, it is a lot of bots, it is difficult to estimate the percentage of the live audience, the fads of the admins
more ... ↴
- 24 hours after publication, the post is usually deleted, but not always; although there will be no sense anyway from him;
- You need to contact community administrators and negotiate with everyone individually, and they all have their own cockroaches and troubles - someone only works with WebMoney, someone only works with Yandex.Money, some people have no repost-posts from other communities ( for example, groups of the game), others do not have “proposed news”, etc. One admin with whom I had to work, forgot to publish the post at the appointed time, although the deferred publication is set up in 5 seconds, moved to another day as a result. But in general, this is not all deadly and quickly get used to these whims
- If you post posts through the official stock exchange, then, in addition to the mark-up, you will have to deal with strict moderation of advertising content, while working directly you only need to take into account the admin’s wishes
- Pricing is not always clear, it is difficult to estimate the number of dead souls among public subscribers, there are tools for searching and analyzing, for example sociate.ru , vkool.ru or the official VK exchange - you can spend the whole campaign through them for a tangible%, but you can use for evaluation and search, and then manually write to the leaders of each community
- Advertising posts are gaining an average of 10 times less likes and reposts, compared with the usual community content. It may make sense to change the content of the post, taking into account the specifics of each individual public, flirt with the auditor, experiment with hidden advertising, etc.

Reviews on sites


Pros: indexing by search engines, reviews do not disappear anywhere, you can agree for free
more ... ↴
- Generally speaking, any benefit from indexing by search engines is not proven. There was an assumption that this affects the ranking in the tops, but it seems to be from the category of marketing mythology
- Often, you can reset the price by half if you write the review text yourself, and in some cases you can count on free posting - if the editor liked your application or if you wrote a valid dev-story, for example

Cons: expensive, not very efficient, bad text found, endangered format as a whole

In principle, I was pleased with the reviews on macdigger.ru and w3bsit3-dns.com.ru - a good return for my money, and extremely discouraged by the results of publications on the resources of the i10 group (Planet iPhone and AndroidInsider) - high prices, mediocre text, no exhaust. The rest of the minor reviews are also a waste of money, apparently, but at least the amounts there are not so exaggerated.

I am sure there are publications with a large lively audience, enjoying great prestige among the readers, but it is hardly possible to come to them with a little unknown mobile game. By the way, the publication on tech.onliner.by can ensure that you get into the Top Overall AppStore in Belarus, checked.

Current state of affairs


After the restart and termination of marketing activity, the installation did not fall to zero, but where did the traffic come from? There are two options: “tail” from publications + search traffic or cross-promo from the first game. Ok, let's compare the number of daily application settings (dark line) with the number of cross-promo links (light line):

The correlation of one with the other is obvious, so now the second application lives almost exclusively due to cross-promo from the first, and the tail from marketing, the catalog, the search - all this is in front of the error. Approximately 15% of all players of the first application follow a cross-promo link, and only ~ 23% of the applications that have moved to the page eventually install it. Total 0.15 * 0.23 * 100 = 4%, we expected a large conversion, of course.

Conclusion


Yes, it was not possible to repeat the previous success, but we received answers to some questions and a lot of experience, which means the next attempt will be more effective. I hope some readers will also benefit from this experience.

Next bold (and someone will say "recklessly risky" ... and be right!) Experiments with YouTube and the bloggers living on it. If all this is interesting to you, we will definitely share our experience and our own impressions.

Source: https://habr.com/ru/post/299564/


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