Feedback/Review for Landing Page


F

FreakoutGames

New Member
#1
Hello,
This is our landing page for our upcoming mobile game. We would like to get some feedback in terms of
UX/UI like:
  1. What color scheme should be used for the website background?
  2. Is the layout proper?
  3. In general what are the changes to make it look more appealing to users?

https://solbot.weebly.com/
 
fisicx

fisicx

Active Member
#3
It's a weebly site. That fact alone is enough to reject the landing page.

But...

All I see is a huge image, a video and some random screenshots that look like some retro game. And there are already thousands of these.

How are you planning to get people onto the site?
 
F

FreakoutGames

New Member
#4
Honestly, it's not great - and needs a bit more of a helping hand. I don't know what skill level you are

But - this thread happened last week with a succesful partnership with forum members.

http://www.graphicdesignforums.co.uk/threads/design-skills-required.25069/
We don't have a web developer in our team, that's why we used weebly to get started. We do realize that it does not look great and that's why we came to this forum to get some feedback/suggestions on how to improve it. :)
 
F

FreakoutGames

New Member
#5
It's a weebly site. That fact alone is enough to reject the landing page.

But...

All I see is a huge image, a video and some random screenshots that look like some retro game. And there are already thousands of these.

How are you planning to get people onto the site?
As mentioned we don't have any web development experience so this is our WIP first try to get a landing page for the game.
Our first priority is to get a good landing page and then think of getting traffic onto the site!
 
fisicx

fisicx

Active Member
#6
That's the wrong way to do things. Sort out your marketing plan first and then build a landing page that matches the expectations of the visitor.

But consider this. If you were browsing for games where would be looking? That's where your game needs to be. Having a website is almost irrelevant.
 
F

FreakoutGames

New Member
#7
That's the wrong way to do things. Sort out your marketing plan first and then build a landing page that matches the expectations of the visitor.

But consider this. If you were browsing for games where would be looking? That's where your game needs to be. Having a website is almost irrelevant.
Thanks for your suggestion. We are dividing our promotion strategy on pre/post release strategy - so that's why we are constructing this site.
 
fisicx

fisicx

Active Member
#8
Don’t bother. Potential users won’t be interested until launch so leave the site until after launch and you have some user feedback.
 
F

FreakoutGames

New Member
#9
Don’t bother. Potential users won’t be interested until launch so leave the site until after launch and you have some user feedback.
Some of the marketing professionals asked us to get a site constructed as a part of pre-release promotion. So if you have any tips/strategy that can be used without the need of this site, your welcome to suggest :)
 
fisicx

fisicx

Active Member
#10
Launch the game. Get a load of your mates to do some testing and feedback their opinion. Fix all the bugs and get the game listed on the app stores. Once this is done you can now begin marketing. Which means getting onto all the game sites, forums and blogs. Social media may help but it will be all your mates talking about the game that you want.

This will generate some interest, you might get a few downloads but unless it’s a really wow game you will struggle to get any traction.

No idea who these marketing professionals are but temple run and angry birds didn’t go viral because of pre launch marketing or a website. They became popular because the games were really good.

The problem you has is there are already hundreds of similar games on the market.
 
F

FreakoutGames

New Member
#11
Launch the game. Get a load of your mates to do some testing and feedback their opinion. Fix all the bugs and get the game listed on the app stores. Once this is done you can now begin marketing. Which means getting onto all the game sites, forums and blogs. Social media may help but it will be all your mates talking about the game that you want.

This will generate some interest, you might get a few downloads but unless it’s a really wow game you will struggle to get any traction.

No idea who these marketing professionals are but temple run and angry birds didn’t go viral because of pre launch marketing or a website. They became popular because the games were really good.

The problem you has is there are already hundreds of similar games on the market.
Testing, fixing of bugs is already going and that is something everyone does by default before making the game live. There is no hard and fast method which needs to be followed for promotion, everyone have their own strategy. Everything needs to be tested out to see which will help in gaining users interest.
But still thanks for your suggestions!
 
fisicx

fisicx

Active Member
#14
Pay someone who knows what they are doing to build you a site. Or better still, don’t bother with a website. You really don’t need one.
 
fisicx

fisicx

Active Member
#16
You are still missing the point. Until you have a marketing plan a website is pointless.

And don’t use weebly.
 
F

FreakoutGames

New Member
#17
You are still missing the point. Until you have a marketing plan a website is pointless.

And don’t use weebly.
Apart from posting in websites, forums etc, getting in social media, talking to influencers and other strategies which we have gathered from talking to marketing peoples. Can you suggest some out of box marketing plan??

We are getting your point and thank you for your suggestion!!
 
fisicx

fisicx

Active Member
#18
None of that will help unless there is a game for people to play.

There are dozens of games launched every day, so many that none of your prospective players will be interested in your per-launch marketing. Don't do anything until the game is listed on the app stores and other download sites. Once the game is available make sure it gets reviewed and talked about. You may well have to pay people to do this. Nothing you do will help - what you need is other people talking about the game.

Out of the box marketing costs money. But because you don't have anything special there is little point in investing a lot in marketing. There are already a load of similar games you can get for free so unless you get a lucky break it's just not going to get much traction.

I've been involved in game marketing for a long time and only a tiny fraction of games ever get past the launch stage.
 
F

FreakoutGames

New Member
#19
None of that will help unless there is a game for people to play.

There are dozens of games launched every day, so many that none of your prospective players will be interested in your per-launch marketing. Don't do anything until the game is listed on the app stores and other download sites. Once the game is available make sure it gets reviewed and talked about. You may well have to pay people to do this. Nothing you do will help - what you need is other people talking about the game.

Out of the box marketing costs money. But because you don't have anything special there is little point in investing a lot in marketing. There are already a load of similar games you can get for free so unless you get a lucky break it's just not going to get much traction.

I've been involved in game marketing for a long time and only a tiny fraction of games ever get past the launch stage.
What you have mentioned is very basic which everyone knows! Yes thousands of games get launched in stores and expecting every game to be unique is something not possible. There are copy-cats/clones of games which does get thousands of downloads. We know the constraints of our game but it's always better to try and test out various options so that it helps us to come up with better platform for future games.
 
fisicx

fisicx

Active Member
#20
It is very basic but it works. Pre-launch marketing for a product such as yours doesn’t. Not sure this is what you want to hear but that’s the way it is.
 
Top