I don't think the price is the problem as much as the features. GS is definitely a great piece of software but until it offers many more features it is not worth $2000 a year.
I think GS could take in a lot more recurring revenue by a la carting pro features to the express users. If changing the title screen on the "express" version was a permanent thing, would anyone here be inclined to a la cart a title screen on a per-project basis at $50-$100 a pop?
Maybe GS would rather keep the prices high and sell less PRO packages to start with in order to have more GS logos in games as a form of advertisement. Then when there are more users and GS expands there will be more features and benefits for PRO members that are worth $2000
I like the a la carte option but that pretty much assures only the crappiest of games gets the GS splash. I know i would leave it on there and only pay up for my best work
Yes people have paid up for the pro membership. I have. It is what it is, and if you make money at this game its a small investment to brand your own stuff. Plus i would say more than half my sales come from eh URL forwarding feature It just doesn't work the same to mention your game as as it does to land someone right in the app store with the .99 right in front of them.
GS is FAR too expensive for pro AND on a yearly subscription!!!! What the?!
We are looking to purchase an engine, and this issue is weighing heavily against GS. Especially with no Social Community support (e.g. Facebook)
Example:
Unity Engine - Free Unity iPhone Addon Pro $1200 (ONE off fee not yearly) (Also has Facebook support etc) Torque 2D - Engine 100 (no binary), iPhone $500 (indie one seat & display spalsh screen) OR $1000 (Commercial license & splash screen) (ONE off fee not yearly) (Also has Facebook support etc) Adobe Flash (PLEASE GOD) Upgrade ~$400 (ONE off fee not yearly) (Can do anything with Flash!)
To be a serious competitor, GS needs to match it's rivals IMO.
Here's an idea sure to open a big can of worms....
What if GS "has a small stake in the game". In other words I get my custom splash screens (an no GS branding) for my $99 fee and GS keeps 20% - 50% of the profits from my sales until my $2000 is paid off!
They provide the tools but I'm the artist, and Apple is the distributer, so perhaps the truly fantastic team at GS should provide more investment in our community, especially since Corona and other frameworks are all starting to mature.
I know for myself, the longer I work on these products the better I'm getting at ObjC, so it's a bit of a "horse-race" now to keep me from simply settling comfortably into xCode.
IMHO the successful companies in this space will be the ones who cultivate good will and collaborative camaraderie with us indy developers.
andyhullinger said: Here's an idea sure to open a big can of worms....
What if GS "has a small stake in the game". In other words I get my custom splash screens (an no GS branding) for my $99 fee and GS keeps 20% - 50% of the profits from my sales until my $2000 is paid off!
They provide the tools but I'm the artist, and Apple is the distributer, so perhaps the truly fantastic team at GS should provide more investment in our community, especially since Corona and other frameworks are all starting to mature.
I know for myself, the longer I work on these products the better I'm getting at ObjC, so it's a bit of a "horse-race" now to keep me from simply settling comfortably into xCode.
IMHO the successful companies in this space will be the ones who cultivate good will and collaborative camaraderie with us indy developers.
How many of us here have actually made $2000? GameSalad games may be doing well, but I 'm not sure if they're do THAT well. At least in general.
Comments
Plus, I think the pricing is a bit off, although I know you were just setting an example.
Graphics do not cost $100 bucks... you could easily multiply that by 3 if you want a big game with nice lush graphics, and sometimes more
Same with music - some people use garageband loops, others, like you and I BB, use the generous talents of Mr. Mcloud
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Yes people have paid up for the pro membership.
I have.
It is what it is, and if you make money at this game its a small investment to brand your own stuff.
Plus i would say more than half my sales come from eh URL forwarding feature
It just doesn't work the same to mention your game as as it does to land someone right in the app store with the .99 right in front of them.
I would buy it again just for the URL
EDIT:
i guess its yearly so i will buy it again
WHile you're here download my free version
http://itunes.apple.com/us/app/go-ladybug-go-free/id366191868?mt=8
We are looking to purchase an engine, and this issue is weighing heavily against GS. Especially with no Social Community support (e.g. Facebook)
Example:
Unity Engine - Free Unity iPhone Addon Pro $1200 (ONE off fee not yearly) (Also has Facebook support etc)
Torque 2D - Engine 100 (no binary), iPhone $500 (indie one seat & display spalsh screen) OR $1000 (Commercial license & splash screen) (ONE off fee not yearly) (Also has Facebook support etc)
Adobe Flash (PLEASE GOD) Upgrade ~$400 (ONE off fee not yearly) (Can do anything with Flash!)
To be a serious competitor, GS needs to match it's rivals IMO.
What if GS "has a small stake in the game". In other words I get my custom splash screens (an no GS branding) for my $99 fee and GS keeps 20% - 50% of the profits from my sales until my $2000 is paid off!
They provide the tools but I'm the artist, and Apple is the distributer, so perhaps the truly fantastic team at GS should provide more investment in our community, especially since Corona and other frameworks are all starting to mature.
I know for myself, the longer I work on these products the better I'm getting at ObjC, so it's a bit of a "horse-race" now to keep me from simply settling comfortably into xCode.
IMHO the successful companies in this space will be the ones who cultivate good will and collaborative camaraderie with us indy developers.