The bottom line
Indie developers should soft launch for a few weeks in small, cheap countries and collect honest feedback from strangers. This fixes the icon, onboarding and retention before the full launch, and it saves the big markets for featuring.
Key takeaways
- Strangers give the honest feedback a soft launch needs. 1:02
- A beta with friends helps, but people with no connection to you tell you the truth.
- Big companies soft launch for 6 to 12 months. Small teams can only afford a few weeks.
- Icon, onboarding and retention are the three things to get right first. 3:12
- If players can't tell how to play or move around, they leave, even if you paid to acquire them.
- Crossy Road's creator focused on retention, because monetizing is easy once you hold people's attention.
- Small markets like the Philippines, Norway, the Netherlands and Denmark are the places to test. 5:29
- Avoid the UK, Spain, Italy and other big European countries.
- A game can be live only in the Philippines, with promo codes generated in iTunes Connect for testers elsewhere.
- Cheap channels can deliver real feedback for very little money. 6:07
- A $25 PayPal giveaway on TouchArcade drew four pages of replies, mostly asking for a tutorial.
- For non-games, usertesting.com costs under $100, and Amazon mTurk reviews run about $1 to $2 each.
- Big markets like Canada and Australia are saved for the full launch to protect featuring. 10:40
- Ballified soft launched in small European countries, added a single player mode, and 3 months later was featured in Canada, Australia and 12 other countries. 2:21
- A new app is much easier to get featured than an existing one, which needs a big update.
I didn't care about that. I cared about retention cuz I can always figure out how to monetize people if I retain them.
Matthew Hall, creator of Crossy Road
Chapter summaries
0:00 Soft launch is for every kind of app
Indie founders can't copy big-company soft launches, but every app type still needs one.
- Casual games, productivity apps and everything else should soft launch. 0:45
- A beta with friends comes first.
- An outside agency can also review the app and say what to change.
- Big companies have whole teams dedicated to soft launch, so this advice is not for them.
- Young's target is the startup founder or indie chasing a dream.
1:21 Ballified: a social game needs a soft launch
A game that needs many players online must prove its servers and mechanics before launch.
- Ballified, a social card game, needed a soft launch to test its backend. 1:55
- It is Words With Friends meets Solitaire, so it needs multiple players at all times.
- The founder first wanted to launch right away.
- He had already done well in the app space, and Young called the design and gameplay phenomenal.
- Besides the new mode, they changed the icon and made small tweaks.
- The launch also won a banner feature in the Word category under games.
3:10 Fix the icon, onboarding and retention first
Three basics decide whether testers stay, so fix them before strangers touch the app.
- A weak icon hurts first, because it is the first thing people see. 3:24
- Browse app icons on dribbble.com for ideas.
- Icons can be bought from designers there, often cheaply.
- Onboarding decides whether a new player understands the game. 4:07
- The soft launch is what tells you how to fix it.
- Featuring and paid acquisition don't help if people can't work out how to play.
- Hold people's attention first and monetize later. 4:59
- Google, Facebook, Snapchat and Instagram monetize because they have our eyeballs.
- Young says talk of monetization often gets a little too ahead of ourselves.
- He admits retention is harder to measure and not his strength.
5:29 Where to soft launch
Pick small, cheaper markets, whatever you are launching.
- Southeast Asia is another place to soft launch. 5:53
- The advice holds for games and non-games alike.
- The Philippines and small European countries come first, and big European markets are avoided.
5:56 Run a TouchArcade giveaway for games
A small cash giveaway on a gamer forum turns promo codes into detailed feedback on onboarding.
- Promo codes let testers play a game that is live in only one country. 6:23
- The game is live only in the Philippines, and the codes come from iTunes Connect.
- Testers reply with their code, one thing they like and one thing they would improve.
- One random replier wins the $25 PayPal prize, announced January 31st.
- The forum is under promo codes and contests, and the thread can be copied as a template.
- Players want a tutorial before anything else. 8:14
- One tester liked the unique click match-three play but asked for a first-start tutorial and no ads on the gameplay screen.
- Angry Birds taught the basics first, then added new birds and elements.
- Young's own feedback to the developer was this onboarding needs a lot of work.
- The first few minutes of play are where to focus.
8:25 Options for apps that aren't games
Paid testing services give structured feedback on non-games for little money.
- usertesting.com puts real people on your app for under $100. 8:29
- Testers talk aloud while they use the app.
- It costs about $40 for one test, and Young used it for new websites in his startup days.
- Amazon mTurk can run the same giveaway in a more structured way. 9:02
- Each worker gets a code and a form asking what they like and what to improve.
- Young hasn't tried it yet. Reviews cost about $1 to $2 each.
- You can limit workers to the US or chosen countries.
9:46 Keep it short and protect featuring
A soft launch of a few weeks, kept out of big markets, pays off in feedback and featuring.
- The $25 giveaway produced a lot of feedback. 9:55
- The thread ran four pages deep.
- The game was never launched, but the feedback was still worth it.
- Each reply bumps the thread up and keeps it on top.
- Launching in Canada or Australia early blows your feature chance. 10:40
- Everyone wants those markets, but they should wait for the full launch.
- Young told the Ballified team to stay away from them.
In the growth library
Steve P. Young, Founder of App Masters, an app marketing agency. A low-budget soft launch playbook for indie app and game makers: test in small countries, recruit strangers for feedback, and fix icon, onboarding and retention before the full launch. A client game soft launched this way was fixed over 3 months, then featured in Canada, Australia and 12 other countries.
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