Success or Failure? That's the questions I'm going to go through today, what is my opinion on how our first live month has gone...
Obviously the simple answer is that it hasn't been either an overwhelming success or a horrendous failure but today I'm going to take you through some of the success' and failures so far, including of course what we're doing to rectify them.
What do you want first? Good News or Bad News?
Lets start with the bad stuff shall we...
Bugs - The most obvious one, firstly the dev guys are aware of all the bugs which have been flagged and are working tirelessly to fix these. All of the known bugs will be fixed very shortly in a big update.
Money System - This ones on me, my biggest error with the game. The money system is completely unbalanced, you earn money way too quick and can't overspend even if you bought everything. This has an impact of both the enjoyment of the game and the commercial aspect also as I'm asking players to watch videos and pay for in-app purchases, why would you do that if you have infinite money? This again will be sorted soon as part of a big release.
Languages - Once again this one is on me, although to be fair it's not necessarily a bad issue to has as it shows just how far the game has reached. If you look in Google Play at our 1* reviews we have about 23, at least 10-15 of these are due to language issues. To give you some of an idea to translate the game into a new language it would cost £50 or higher, then to implement this into the game it would cost another £100-£150, it would have been crazy for me to have invested an extra £500-£1000 on additional languages when I didn't even know the game would reach outside the M25! Moving forward languages will be at the forefront of my thoughts as it's vital to help the game grow in different markets.
Promotion - Quite a simple failure but you may have seen on my social media that I haven't been pushing the release of the game (since week 1). This is all down to the bugs and small issues, it's illogical to try and push for downloads when the game isn't at it's optimum, I may as well be patient and wait for the game to be working as designed before pushing, asking for retweets, tagging people etc. I'll also reach out to reviewers to help promote the game through extra avenues.
App Store - Under 4000 downloads have been through iOS App Store which is clearly a lot lower than Play Store, there has been some issues with people not being able to review but that has now been sorted, if you could leave us a review that would really help our App Store impressions.
Revenue - Not one that you guys need to worry about, not sure if it's a failure really but so far I've earned almost 1/10th of what I invested into the game. Is that bad? Is that good? I'm not sure, but due to the issues with the money system what I know for sure is that it should be a lot higher!
Reviews - I mentioned earlier about some negative reviews regarding language, this has made up probably about 50% of 1* reviews, there is about 40% that are related to bugs and the rest are people who simply don't like the game which is a shame. I don't want anyone to have a bad experience playing this game so the 1/2* reviews are a real shame for me. I do however take the time to reply to everyone and try and get more information, if it is due to a bug then we'll escalate to the team straight away. Personally I think this is a 4* game because there are still many things which need improving, right now we're at a high 3* rating, if we can get that back over 4* it would be amazing. When the fixes come in I'm sure we will get there. Thanks to everyone who gave us a review in app stores.
Onto the good stuff!
Downloads - Let's start with the big one 30,000+ downloads in 1 month. That's without any marketing or really pushing the game through social media, I have to confess that I did not anticipate this amount so early on, I am honestly shocked by that volume. Thanks to everyone who has downloaded the app!
Play Store - We are currently at 28,000 downloads in Google Play Store vs 3,900 in App Store, this tells the story of where our success has been.
Global Reach - Another surprise for me, I mentioned earlier that I didn't expect this game to get out of the M25 let alone be playing in 5 continents and over 77 countries worldwide. That's just MAD! I know there are issues with language etc but in the future I know that I can target marketing for each of these regions to build up downloads significantly, as long as we do our cultural research and have languages working well.
Feedback - I mentioned earlier about reviews but feedback is kind of different, this is just about all the positive messages I've received on social media, in app stores and in real life. Every time someone talks to me about the game I feel really proud. The ideas some people have sent me for improvements have been fascinating, I take everything as constructive anyway but taking the time to send me advise on how to improve this game is really touching, so thanks.
Sponsorship - Finally, this has been incredibly fun! I've loved sponsoring Ricky Heavens and Linus Udoifa (Both of whom are fighting this weekend), both of the lads are really nice guys. It's been a real pleasure to get to know them better and train alongside both of them. This weekend at York Hall will be so exciting, The Boxing Promoter logo will be featured prominently.
Thanks so much for reading this blog, I hope it's given you confidence that we're working very hard to improve the game and some insight into our success' and failures.
The next step for us is a 2nd launch which will be prior to AJ vs Pulev PPV, by this time the development team have assured me that bugs, money and other enhancements will be ready. Can't wait!