Post Launch Mortem : Featured in iTunes ( 117 places )
bazookaBen
Member Posts: 318
it's been 2 days. My free iPad game hit #60 in all markets except for the US.
summary
http://i.imgur.com/weT07.png
distribution
http://i.imgur.com/ILj2f.png
Observations
- US downloads account for over 46%.
- zero in-app sales
- averaging 300+ downloads a day
i assume it's because players from other countries don't do in-app. Should I go the ads route instead? Or should i wait?
game link: http://bit.ly/IMqnjZ
summary
http://i.imgur.com/weT07.png
distribution
http://i.imgur.com/ILj2f.png
Observations
- US downloads account for over 46%.
- zero in-app sales
- averaging 300+ downloads a day
i assume it's because players from other countries don't do in-app. Should I go the ads route instead? Or should i wait?
game link: http://bit.ly/IMqnjZ
Best Answer
-
EatingMyHat Posts: 1,246IAP for popular game are averaging at 1.2% (Tiny Tower hit 2.5%). These are top games with a huge number of downloads. IAP revenue does not come in day one, it comes from people who keep playing the game and care enough to pay in order to get ahead or get a shiny new toy.
You really need to hope that people can't put the game down in order to expect IAP $$$.
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Answers
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I'll tell you, what I would do:
Change the game to be paid (0.99 USD), and (I don't know what do you have in-app purchases), make all the levels free, and available, and add upgrades in in-app purchases (like special suits for player, so he can jump higher, or run faster, etc.).
Is this a logic game? If yes, you can make Hints, or Walkthroughs for each levels. User can buy for example pack of 10 hints, and use it when he wants. After he uses them all, he have to buy another.