Hi #IndieGameDev, a small hack for your game market study: the targeting tool of Facebook Ads Manager
facebook.com/business/tools…
You might wonder how big is your market or at least a ballpark idea of its size. Niche? Mass market?📈
Here's a tip:
(Thread 👇)
#marketing #gamedev Image
Start a draft of Ad Campaign on Facebook Ads Manager & test your target criteria 🎯
During the process, the tool will give you an estimation of your audience. For free 👍
(Of course you need to define your targets first, but it's a crucial exercice to do in any case)
Here is a quick and lame example: Let's say that I want to create a racing game around Star Wars universe.
Location: Worldwide
Age: 18-45
Interests: Stars wars AND Racing games
Potential reach: 1.5M Image
Of course you should refine this, be clever about your target definition, add criteria & interests to capture an accurate idea of your market.
In the end, you might find your target doesn't exist or is too small, that's a strong signal that you should check again your positioning
If it exists, you should make sure your team, your budget (especially marketing budget), and your game scope fit this ambition🖖

• • •

Missing some Tweet in this thread? You can try to force a refresh
 

Keep Current with Frederic Lopez @AltShift

Frederic Lopez @AltShift Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @fredolz

3 Feb
Hi #indiegamedev,
I know many indie developers wonder how to fund their game. Let's talk about it with graphics and figures.
Here is the example of @CryingSuns 👇
Feel free to reply with your funding structure fellow indies 🖖
#gamedev #gamefunding (thread) Image
Self-funding:
Basically, in our case, revenues from previous games and work for hire.
(It could be your own savings of course if you start from scratch)
Self-funding is risky but freedom has a cost of course.
Work for hire also has a cost: time and energy you don't spend on your game, delaying your schedule.
Read 12 tweets
20 Jan
I performed a small marketing experiment at @AltShift_Games on @CryingSuns' Epic version.
We added a QR code on the game's menu redirecting to the iOS / Android store pages.
Our question: Did it generate sales on mobile? (Thread)
#gamedev #indiedev #marketing
1/5 Did Epic players flash the QR code?
Yes, we have an average of 3,45% of Epic players who flashed the code and visited the store page adapted to their mobile.
Small surprise, this rate is higher than expected. A good additional traffic from the Epic version.
2/5 Did it change the usual conversion rate? (i.e generated more sales per visit)
Yes, significantly on iOS, between 5 & 10 times.
Not significantly on Android (the small increase on the 14th is probably due to our starting discount), but always nice to have additional volume.
Read 6 tweets

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Too expensive? Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal Become our Patreon

Thank you for your support!

Follow Us on Twitter!