I'm a marketer. I can't write code.
Three apps live anyway + one GTA6 Wiki
Bloom, a cozy block puzzle game on iOS. Lunqo, an expense splitter that took 8 App Store rejections before it passed. Rovify, a vault for travel confirmations. Daypin, a travel planner by conversation. And a GTA6 web Database.
Lunqo and Rovify did not survive. Rest are thriving.
What I'll post here: the rejections, the actual numbers, and the parts where I had no clue what I was doing.
If you're shipping without an engineering background, what's the thing AI most confidently got wrong for you? Mine was a Supabase migration it swore was safe.
I've launched Apple Search Ads for my free-to-play game on a small scale.
Why would I spend money on something with a 0% change on return?
1. I want to validate my idea - do users actually think it is worth their time to download the game at first glance?
2. I want to monitor engagement and retention, thanks to @posthog
3. I am hoping to collect feedback from users via email to use it for improving the game
While I do not have IAP in the game just yet, I am keen on learning the user journey of the players and how frequently they will play.
@pcshipp Its Apple Search ads, using cannibalising tactics, targeting competitor keywords.
They are usually pretty expensive coz system knows what you trying to do and punish you. Sometime it is worth it