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29.24% Game Designer's New World Takeover, Starting with Flappy Bird / Chapter 31: Chapter 31: Special Promotion Techniques

Capítulo 31: Chapter 31: Special Promotion Techniques

The following day, the experience store opened its doors.

Not long after opening, Paul Wilder arrived with a few other guys.

"Good morning, boss. Is the game launching today?" Paul asked.

Alex Parker nodded, "Yes, it is. Why are you here so early today?"

Paul replied, "Well, 'Plants vs. Zombies' is launching today. We don't have any classes, so we came to cheer you on."

Alex said, "Great, you're welcome to stay. Make yourselves comfortable. How far have you gotten in the Endless Mode?"

Paul answered, "We've reached level 84. Is Endless Mode really limitless, boss?"

Alex chuckled, "Only level 84? Let me tell you, Endless Mode starts getting serious at level 100."

Paul looked exasperated, "Really? It's already tough at level 84. Each level is a struggle."

The other guys nodded in agreement, "Yeah, level 100 is just the beginning? Are we playing the same game?"

Alex smiled without saying anything.

In the past few days, Paul and his friends had become the first group of players, and most of them had already completed adventure mode. The adventure mode wasn't complicated; Alex had designed it to be the same difficulty as the previous version. Any player with average intelligence could complete it after some time.

Jessica Thompson, Paul, and the others initially thought that completing the game would be the end of it. However, they discovered there was an Endless mode!

Playing it opened a new world for them. Endless mode increased in difficulty with each level. They thought they had mastered the game, but Endless Mode proved them wrong.

Currently, Jessica Thompson's record on the leaderboard is 93 levels, while others hover around levels 60 to 80, feeling a clear sense of despair.

In adventure mode, they thought they had robust strategies, but Endless Mode shattered those illusions, making them feel like they were playing an entirely new game.

So, they kept returning to Alex's store to play, exchange tips, and try to learn advanced techniques from Alex to improve their leaderboard rankings.

Paul and the other guys booted up the game, logged into their accounts, and continued challenging Endless Mode.

"What time are you launching the game, boss?" Paul asked.

Alex replied, "Around noon."

Paul nodded, "Alright, we'll download it as soon as it's up and give you a five-star rating."

The exact time a game launched didn't really matter, but launching on the hour made it easier to track data.

The first 24 hours of data for a new game are crucial, mainly for downloads and ratings, which directly influence future app store recommendations.

Companies like Dichaogame and Zen Entertainment often conduct extensive promotions before launching a new game, attracting a massive player base on the launch day and dominating the new game charts.

Alex had no budget for such promotions but had his own methods.

At 10 AM, Alex had already launched "Flappy Bird" on the app store, with in-game ads promoting "Plants vs. Zombies." Clicking the ad redirected players to the download page for "Plants vs. Zombies."

Alex wasn't sure how many players "Flappy Bird" had, but there were definitely a lot. Many of them were casual gamers, making it an excellent platform to promote "Plants vs. Zombies."

Alex wasn't expecting "Flappy Bird" to make money anymore. It was now completely free to download, serving as a promotional tool to attract as many players as possible to "Plants vs. Zombies."

Additionally, Alex targeted some gaming media outlets.

As a D-level designer, his new game release wouldn't attract much attention on its own. Gaming media had resources but wouldn't waste them on an unknown designer.

However, Alex had a title and a story!

He was the champion of the design competition and had recently had a public spat with Steven Harris. The gaming media were well aware of him.

Alex posted a tweet.

"'Flappy Bird' is now free on the app store (permanently free). The new game 'Plants vs. Zombies' launches at noon and is available on both PC and mobile. Let's see if we can hit 100,000 sales in the first month."

He tagged @StevenHarris, @GameNewsNet, @SkyNet, @WeeNewsGameChannel, @HengYouGameChannel...

Alex tagged about ten gaming media outlets and included a promotional image using the loading screen from "Plants vs. Zombies" with plants on the left and zombies on the right.

Within ten minutes, these gaming media outlets went wild!

The social media managers for these outlets were all over it, smelling a big news story.

"Alex Parker? Isn't he the design competition champion? The creator of 'Flappy Bird'?"

"He's releasing a new game? It's only been a little over three months! That's fast. He wants us to witness if he can hit 100,000 sales in the first month?"

"Three months of development is so short, including testing and adjustments! Is it another small game like 'Flappy Bird'?"

"He can't replicate 'Flappy Bird's success with another similar game. That would be a dead end."

"The game is called 'Plants vs. Zombies.' It sounds like it has rich content but is still a casual game."

"Steven Harris said Alex's first game wouldn't hit 100,000 sales in the first month. Is Alex trying to prove him wrong? Bold move, but what if it backfires?"

"Quick, repost! We need to track 'Plants vs. Zombies' data post-launch!"

The gaming media smelled a big story and eagerly reposted Alex's tweet.

They knew Alex was trying to leverage them for free publicity, but it was mutually beneficial. The media needed hot topics to drive engagement.

Even if the media didn't stir things up, the topic would naturally gain traction on social media.

As the media reposted, more players became aware of the news.

Alex Parker's first significant game, "Plants vs. Zombies," was about to hit the app store!

Many players were watching, and the promotional image piqued their interest.

The cartoonish plants and zombies left a lasting impression, making many curious about how plants would fight zombies.

The gaming media were particularly interested in the sales data, especially the first-month sales.

If it hit 100,000 copies in the first month, priced at $10 each, it would generate $1 million in revenue, netting around $500,000 after deductions. That would be substantial.


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