Types of apps and games you can sell for more than a dollar

MammothMammoth Member Posts: 640
edited November -1 in Working with GS (Mac)
So I always want to sell stuff for more than a dollar. At the end of the day a dollar isn't that much money. So what are the kind of apps that you can sell for more than a dollar. What is the best way to get out of that price range?

Comments

  • osucowboy18osucowboy18 Member Posts: 1,307
    That's really a tough question. You would think the better the app is, the more you could charge for it, but the problem with that philosophy is Angry Birds set the bar by charging $0.99 for an app the has sold millions. So for some reason, people have it in their mind that if it's $0.99 then it must be as good as Angry Birds. However, that's not to say your app wouldn't sell at $1.99. I read this article a while back that stated what a huge difference it was in the eyes of customers by charging $1.99 instead of $0.99. You may scare some off, but the reality is it's only a dollar. You spend more than that when you go to the gas station and get a fountain drink. But unfortunately some people who buy apps don't see that. So, if you are going to charge $1.99 or more for an app, make sure it is worth it. We sell all our iPhone apps at $0.99 and all our iPad apps at $1.99 and are doing pretty good. Best of luck with whatever you decide to do :)

    - Alex
  • OctappusOctappus Member Posts: 68
    General rule in selling is you don't charge what something is worth, you charge what people will pay.

    On the app store, people won't pay more than a dollar for an app unless they absolutely need it or they already have a lot of knowledge about it and/or the developer and know that the app is worth it.

    Having a really good lite version to entice people to pay more is one way; having a huge-selling predecessor is another.

    For a relatively anonymous developer selling a new app, higher than 99c is probably restricted to very niche apps (i.e. not games).

    Just my opinion, but based on a lot of experience.

    BTW. @Mammoth - I really like your Website (http://mammothinteractive.net/ for others to check out).
  • MammothMammoth Member Posts: 640
    Thanks guys. I see that you can charge more money for the ebook section. I have been looking into this and it seems that the bigger players are charging more money.

    Thanks Octappus. There will be more additions to my website coming soon

    http://www.mammothinteractive.net
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    yeah if you really want to make somehting you can sell for over a dollar, then you might wanna think about xbla games or something like that.
  • MammothMammoth Member Posts: 640
    JohnPapiomitis said:
    yeah if you really want to make somehting you can sell for over a dollar, then you might wanna think about xbla games or something like that.

    www.mammothinteractive.net

    About a year ago I released an XBLIG. I looked heavily into XBLA. You are looking at minimum 50 grand for fees. Most XBLIG cost 700k to make.
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    Mammoth said:
    About a year ago I released an XBLIG. I looked heavily into XBLA. You are looking at minimum 50 grand for fees. Most XBLIG cost 700k to make.

    well you gotta spend money to make money. This isnt the industry for "get rich quick cash"
  • MammothMammoth Member Posts: 640
    JohnPapiomitis said:
    well you gotta spend money to make money. This isnt the industry for "get rich quick cash"

    lol. It for sure isn't. The problem with Microsoft is that they separate their games into tiers.

    The other option is steam. Has anybody tried to sell a game on steam
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    @Mammoth

    Completely off topic, but did you write (or have someone) write the soundtrack for Snegle? I do a lot of synthetic string orchestrations, and the "cellos" sound a little harsh. I have a feeling if you adjust the legato settings on your lower register cellos that it'd have a more natural feel to it. The composition sounds great, but it sounds like a keyboard. :) Are you using midi with vst/au instruments?
  • MammothMammoth Member Posts: 640
    LiquidGameworks said:
    @Mammoth

    Completely off topic, but did you write (or have someone) write the soundtrack for Snegle? I do a lot of synthetic string orchestrations, and the "cellos" sound a little harsh. I have a feeling if you adjust the legato settings on your lower register cellos that it'd have a more natural feel to it. The composition sounds great, but it sounds like a keyboard. :) Are you using midi with vst/au instruments?

    Thanks for the advice. I did write the music. I am using Kontact to get the cello sounds. Next update we do I will probably change the music slightly.

    If I had the budget to hire musicians I would do it. ;)

    Again this is off topic but I wrote an orchestra piece a few years ago.
  • LiquidGameworksLiquidGameworks Anchorage, AKMember, Sous Chef Posts: 956
    Kontakt? So I'm guessing you're using Session strings? I've had a hard time adjusting the legato on those, so I've stuck with my East/West. Try overlapping your midi notes just slightly, and adjust the key velocity at the beginning of your notes downward. Since you can obviously orchestrate, you ought to try this book (its great!). Don't hire out music when you can write this well (unless, of course, it is a genre you can't "feel")

    http://www.amazon.com/Guide-MIDI-Orchestration-4e/dp/0240814134/ref=sr_1_1?ie=UTF8&qid=1316280529&sr=8-1
  • MammothMammoth Member Posts: 640
    Anyway back to the topic at hand.

    What if you released a game the size of an XBLA on the mac app store. Could you sell it more than a dollar?
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