Free with IAP, $.99, or Both?

jdgouldjdgould Member, PRO Posts: 114
edited June 2012 in Working with GS (Mac)
I am currently charging for my App, but was curious if others found the FREE with IAP to be more profitable. My game (Milkshake Shop Deluxe) would allow the user create only one milkshake and then the IAP would unlock the entire game.

I am also curious if Apple still allows you to have multiple versions of your same game (one for free and one paid)? I thought I read somewhere that they don't like you to have 2 versions, lite vs. full?

Best Answer

  • lo_klo_k Posts: 23
    Accepted Answer
    Free games always get more downloads. In my opinion the freemium ( free with IAP's) model is the most effective and profitable one. ;)

Answers

  • 3xL3xL Member Posts: 676
    Idk man. I think it depends.

    I have a pretty good game as a freemium (first ten levels free, unlock full game with 99 cents) and while downloads are high, purchases are low. And now downloads are low too.

    I'm working on making a lite version which has all levels but with ads. And then making the current freemium into a premium game.
  • scrapee_netscrapee_net Member Posts: 424
    I think the best thing to be done is a free game with iAds and an IAP to allow the user to remove the ads.

    Don't add annoying limitations to free games, like time limit, or just a level.
  • jdgouldjdgould Member, PRO Posts: 114
    I think the best thing to be done is a free game with iAds and an IAP to allow the user to remove the ads.

    Don't add annoying limitations to free games, like time limit, or just a level.
    Very interesting opinion, I think of the free game as a way for the user to test out the game before they buy it. In other words give them say a couple of levels and then make them pay for the game if they "want to play the entire game".

    Having said that, I could also see your point since so many games on the market are free with ads.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    Unless your game is omg awesome, iAP or iAds is not going to translate into sales, it can actually hurt sales.

    Your game has to really be polished, addictive, awesome and be worth it for people to play a few levels and want to buy more.

  • EatingMyHatEatingMyHat Member Posts: 1,246
    edited June 2012
    I'm going to try both for my next game.
    1. Game is paid, IAP NOT mandatory, it is not popping up, there are no ads and nothing that interrupts or limits the game
    2. You can do everything without IAP, or if you choose, make it a bit easier/quicker to unlock stuff if you do IAP.

    There are some examples for games that work like that, the most obvious that comes to mind is Angry Birds and their mighty eagle (although mine is different concept).

    I'll probably post some stats once it is out.

    GR.
  • jdgouldjdgould Member, PRO Posts: 114
    @jonmulcahy... thanks for your feedback. Does Apple get mad when you publish free vs. paid versions of the same App?
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    @eatingmyhat

    I think that is probably the best 'freemium' model there is. Let people play the game as they want, but offer them ways to speed things up by buying coins or something. People hate downloading a free game only to be asked to buy stuff
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    @jonmulcahy... thanks for your feedback. Does Apple get mad when you publish free vs. paid versions of the same App?
    They prefer you do free with in app purchase, but I had lite versions of my games for awhile, but I removed them when they didn't help sales.
  • EatingMyHatEatingMyHat Member Posts: 1,246
    @jonmulchy

    I hope :)

    @jdgould

    I have not seen issues with Apple not liking Lite/Free versions in addition to paid. What they do not like is:
    1. You show options that does not work unless you buy
    2. You don't have enough value in the Lite version
    3. You nag about the paid version

    GR
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