My Success (…so far)

What an adventure I’ve had.

It’s been an amazing experience and I have learnt (and still am learning) so much from it.

Well, where to begin? Let me see, I haven’t written a post since my launch day, so we can start there. Thursday 6th December, I went to school with a whole load of flyers to give out to all my friends and colleagues at school, before going in Douglas to do a presentation to around 30 “influential business guests” as I heard on the radio. The room, sorry – “large business suite” – at my Dad’s hotel was almost full, and I had a few press there too, which was awesome. I spoke for about 10 minutes about my game with a bit of background info, and the reception I got from everyone was fantastic. Everyone said I spoke well and were very impressed with my idea and agreed with me about the potential it has. The press included Manx Radio, the Southern Chronicle and Isle of Man Newspapers, who managed to get some wonderfully embarrassing pictures of myself after my scary pitch… here’s the best one:

Manx Radio

The next day I actually went to Manchester to visit the Bentley factory on a school Business Studies trip, and in the afternoon we had some free time in the Trafford Centre. I took advantage of this, seeing as I had already done all the Christmas shopping I needed to do online, and gave out flyers for Save Gloop to the passing trade. Let me tell you now, you really get a feel for how difficult and awkward it is to try and get shoppers to stop, listen to you and take a flyer – just because BBC1 always manage to make it look impossible on Young Apprentice (you’d think in order to make good TV), but in-fact it’s just as hard in real life! Nevertheless, a fair few people did take a flyer, and I even saw people take a flyer, search it on the App Store and download it there and then, which was quite amazing to see.

Within two days, I’d already had a great response on the app’s actual App Store page – I had about 10 reviews all giving 4 and 5 stars with positive feedback/reviews to go with them. Also, on a linked in post, some guys gave me some fantastic feedback. Some that caught my eye from both include:

“Something a bit different which is refreshing to see”

“Really addictive like a newer version of doodle jump except it’s the opposite :)

“Just downloaded the game. Tell your lad he is a genius I cannot stop playing it . . . although he may need to set up a help line for angry partners and wives!”

“Very cute game. I downloaded the game on friday and my 3 girls spent the weekend playing it. They love it. Very well done.”

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Save Gloop also had a (brief, but mentionable) bit of chart success – it managed to make it to number 42 in family games on the UK store (according to App analytics site Applyzer.com). I managed to get a screenshot of it on the App Store when it was 52 late on the Thursday evening:

photo-5

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I also had the amazing experience of being television interviewed for tvim (an internet tv station that covers the latest news on the Isle of Man). Here is the interview of me and my school’s principal (1:49):

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As if all this wasn’t enough, a fellow Manx person that works at IT recruitment company “Mortimer Spinks” – Faye Pressly – managed to set me up an interview with the one and only Computer Weekly, which was fantastic. You can read the interview/article here.

Mortimer SpinksComputer Weekly

Computer Weekly

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The Isle of Man newspaper article was printed the other day as well, features some very… “interesting” quotes from my blog and yet another flattering picture. But oh well, any news coverage is great, right?

Newspaper

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Finally, radio stations that covered the launch and part of an interview with me include two local radio stations Manx Radio and 3FM.

Manx Radio 3FM

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The tip of the iceberg? The icing on the cake? Most definitely the fantastic review I got from The iPhone App Review.com. Save Gloop! received an average of 4.5 stars in it’s review, and they had nothing to bad to say about it. Here’s a link to the review.

The iPhone App Review

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So, yeah that’s pretty much an update into the world of Save Gloop… I’ll update another post in a while with sales figures etc. so keep an eye out for that.

JA

Save Gloop is available for Download

That’s right – the wait is finally over – you can now download Save Gloop on the App Store worldwide.

Be sure to rate it 5 stars for me! Thanks. Use the link to go directly to the App Store to download it.

app_store_badge

Prepare for Launch

On Thursday 6th December, the world will witness the launch of Save Gloop on the App Store.

Hold onto something – you’re going to get blown away ;)

Keep checking savegloop.com for the latest and greatest news on the app – there’s more to come this week detailing: promotional items at launch, how I made my promotional video, my experience with forums and sending emails, my launch party & more. Stay tuned!

JA

And Save Gloop has been submitted

Yes you read the title correct – Save Gloop has now been submitted to the App Store and will be available for download soon. I don’t think I’ve ever been this excited… my app, something by me, is going to be on the App Store for the world to see soon… it’s so exciting I literally cannot wait :)

Be sure to check back to the blog to find out exactly when the app will be released.

JA

And we have lift off

I have finally put the blog live for the world to see – you should be reading this from the Save Gloop domain (savegloop.com) rather than savegloop.wordpress.com.

If this is the first post on the Save Gloop blog you read, let me introduce you to to the site. From the 5th of May 2012, I have been posting to this blog around once or twice a month detailing everything about my experience in iPhone game development from design sketches to screenshots to marketing (which is the latest few posts).  I’ve kept the blog to keep a record of my story and also share my story with the world; I’m hoping people can learn from my experience in app development, or maybe even find it interesting to find out what this distinctly different teenager gets up to in his spare time.

The main page is the blog, but there’s also an About Me page and a page about the game in development – Save Gloop.

I hope you enjoy the blog, please like Save Gloop on Facebook, follow on Twitter or Follow this blog (see the weird black “Follow” in the bottom right of the site) to receive the latest updates on my game. Or check out the promo video I put on the site yesterday:

JA

The video is here

I’ve finally finished the promo video for Save Gloop. You can see it at http://youtu.be/7XReXDmcc8c?a  or check it out below:

JA

Official screenshots

Before I finish & upload the video promo – here are the four official screenshots that I’m going to be using (the fifth is the home screen). These are the iPhone 4/4S screenshots, however the game does run native on iPhone 5 and iPad!

What do you think?

   2- guide gloop      

Pre-launch marketing is phenomenally harder than I expected…

Well I think it’s safe to say the “I’m 15 and looking for some help” approach isn’t working the same way I imagined it would. For some bizarre reason, I had in my mind that if I mentioned my age, how brilliant my game is and how much I loved the site I was emailing I would almost certainly get a reply.

Well here’s my reality check.

I’ve emailed Touch Arcade with an email similar to above (one week ago) and had no reply from anyone despite emailing their “exclusives” email address and the guy who runs it, Mr Kim. I suppose this is just the first site and I was never guaranteed to get a reply, but I at least imagined someone would say “I’m sorry, no.” rather than just nothing. #letdown. Nevertheless, with this complete rejection, I began to take a look around other blogs to see what I should do. I found this fantastic 4 part blog post that details everything you would want to know about releasing an app and how to market it. See the link.

One thing it did teach me, is that I have to go in fully prepared. I need to have all my marketing materials at hand (including a promo video), a fantastic website (I should put this site live soon) and proper detailed screenshots. So, over the next few weeks I’m going to do just that – before I send another email, I’m going to create all my marketing materials, post them on this site and then put the site live (I haven’t got it live at the moment on advice from family that someone might poach my idea so at the moment it’s just chilling at savegloop.wordpress.com).

Be back soon.

JA

Bug free and ready to market

Well that’s it. It’s finished. My game is finished! Wahooo… but now it’s time for some pre-launch marketing.

Being 15 and having just spent £1500 having the app developed, you can imagine how skint I am. Yeah you guessed it.. very. I’ve thought long and hard about what I can do, and I’ve drawn together a “marketing plan” as such for my app.

To begin with, I’m going to go around emailing app review sites. First stop is TouchArcade (the biggest gaming app review site). I’m going to offer them an exclusive look at the iPhone game before launch. I’ll get back soon with an update of what they said.

JA

Bugs.. the bane of my life.

This is it. It’s ready for testing.. my plan is to test the app on my phone to begin with and get rid of any bugs I can that way, then get the help of some school friends to download the game and bug test it.

Needless to say, as I’m sure all games have at the beginning, there are lots (I mean LOTS) of bugs, so I may be in this stage for a while. Groan.

This part is something I didn’t originally think about, if I’m perfectly honest. I mean.. I knew I would have to spend some time going through the app and just making sure that everything works as it should, but I never imagined how long it is going to take to get rid of all the bugs. But it’s just a fact of life, and I’m going to have to embrace it to

Over the summer, I read the Steve Jobs authorised biography by Walter Isaacson. If there’s one thing it taught me, it’s the fact that you can’t launch anything without it being completely finished. Software has moved on from the era where you launch a piece of software to the world and debug it from there (#windowsvista). This really reiterated the fact that I have to comb my app with a toothpick to make sure that the game is perfect for launch.

Here goes another couple of weeks…

JA

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