How do I get the first users for a social game on Facebook?
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I am in the process of making my first social game, a casual game with progression, powerups, etc -- similar in structure to e.g. Bubble Witch Saga, but a different game mechanic. I'm doing this as a hobby project, but am quite serious about it, and willing to throw some money at it to see if I can get people to play, and perhaps even pay. The game will soon be ready to be put live on Facebook, but I know nothing about how to get users into the game. Of course, I can send links to my friends and hope it'll spread a bit that way, but I am hoping to get some advice on what to do beyond this. Should I start buying FB ads? What is the "usual first steps" when you launch a FB game? How much money do I need to spend? I am of course not hoping to go head to head with Zynga or King or anything like that, but it would be fun to see some people playing my game. Any help appreciated!
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Answer:
It's not a rocket science actually. Integrate your game to Facebook's Appcenter (free) and simultaneously link it with a x-promotion strip like Applifier (free). If your game's good, you'll start seeing your first few eyeballs coming in. You can then take it from there and start advertising after you've optimized your game based on initial user analytics (e.g. FTUE funnel analysis).
Hassan Baig at Quora Visit the source
Other answers
If you are looking for users to do some beta testing on a moderate scale, and provided your game has at least some elements of problem solving in it and not just minimalistic point and click routines, I would recommend releasing your game on http://www.kongregate.com/. Here's what Wikipedia has to say abouthttp://en.wikipedia.org/wiki/Kongregate, and they have a huge user base of hardcore flash gamers. However, if your game is based on simple point and click routines like Farmville, the simplest strategy would be to just release your game on Facebook, make a Facebook page for it, and try to get the word going through your network of friends initially. Spending on ads initially may be unwise (unless you don't mind throwing away money) because you'll need to do a lot of optimization, balancing, and several iterations of major improvements before you hit on the formula to make more money from each user on average than what you put into ads to acquire users. (Unless of course you are a large studio like Zynga with a huge team that has pretty much already figured out the right formula for the game to be successful before releasing it).
Anonymous
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