Free VS paid sales data

ChaserChaser Member Posts: 1,453
edited November -1 in Working with GS (Mac)
It's only been a few days since the release of gumball copter and the free lite version but it look pretty familiar already. Some 450+ downloads of the free version and only a slow steady handfull of the paid version. However when I compare the paid version of gumball copter to my ghost words app that had no free version their sales numbers is almost exact. I will keep an eye on it in the weeks to come which may determine if I do another free version. Leads me to believe there are more of those that will never buy anything when there are free versions and those like myself that will fork out the money for whatever reason.

Comments

  • SparkyidrSparkyidr Member Posts: 2,033
    yeah, I'm thinking the same as you too.

    the app we have a lite version of, is selling no more (has had the same sales pattern) than the apps we don't.

    I think it will also have to do with the timing too.
    We have seen in the last week or so, that Alpine Crawler, used an early lite version to build hype for the full game when it came out to some good effect.

    Also, there is the method that the pro GS guys have been using, that sends lite users direct to the store for the full version via URL forwarding.

    The URL forwarding seems like the way to go with a lite version..."Eye Level, is Buy level" as the old retail saying goes.
  • ChaserChaser Member Posts: 1,453
    Thanks for the info Tshirtbooth. For my first game I had fun with it, learned lots and just submitted a bonus level already.
  • iWiniWin Member Posts: 334
    Hey guys, i was thinking about making a lite version of my mobile snail game. I think it will work well because i have 3 modes so i was thinking to put one mode in the lite version so they can get a feel for the game and if they like it, then they can buy the full version for all 3 modes..

    -any other suggestions?
  • ChaserChaser Member Posts: 1,453
    I think if it's just the easy version of the game then people won't desire the same game with the same stuff just medium and hard options as paid won't grab them. Players want more worlds, tracks, levels,puzzles and so on. I'm not familiar with your game so I'm not sure if you would be shooting your sales in the foot.
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