If you enjoy mobile games, you’ve seen the prompts that pop up after you’ve opened a game for a few times, asking you to rate it on the App Store. My game “Ace Ferrara And The Dino Menace” does this in a slightly different way, which turns out to be quite effective.
To give a bit of context, the game is a “Wing Commander”-style space combat sim with a quirky 80s cartoon story. The story has a colorful cast, with cybernetic cats, jaded adventurers and nefarious dinosaurs. The game is pretty heavy on dialogue, so players that stick with it tend to build up a relationship with the characters.
After around the 10th mission (maybe 1.5 hours into the game), the game shows a new button on the main mission hub’s lower right corner. The button is a drawing of the two main characters, with no further information:
Pressing the button takes you into a dialogue where those main characters discuss how hard it is to make a mobile game as a bedroom developer, and what the player can do to help spread the word. At the end of that, a menu pops up that lets you rate the game or share it on Twitter or Facebook. The dialogue is light-hearted and fun, and by the time you see it (if you haven’t made a habit of skipping all dialogue, in which case you’d miss the prompt), you probably like the characters enough to hear them out.
So how effective is it? According to my Flurry stats, 44 percent of all players that launch the dialogue watch it to the end and then press the “Rate this game” button. The number of people that press the Facebook and Twitter buttons, by contrast, is pretty negligible.
If you’d like to check out the game for yourself, you can get it on the App Store: https://itunes.apple.com/us/app/id901401597?mt=8
Shameless PlugCheck out my 80s cartoon space operetta "Ace Ferrara And The Dino Menace"!