Adding IAP to A Long Way Home - looking for examples.

jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
edited June 2012 in Working with GS (Mac)
Another 6 mths and another attempt to breath some life in my critically acclaimed but ignored game A Long Way Home. Back in January I released it on the Kindle, Nook and Android devices, as well a the iPhone and it made a few hundred dollars more, but quickly subsided. So this week I took a look at releasing the first 10 levels for free, and offering an unlock of the remaining 90 for $1.

I think this could do well, the game has gotten positive reviews from everywhere, touch arcade, appolicious, and was even cnet Australia's app of the day. So I think the game is good enough to well as a free app, hopefully good enough to translate into some upgrades :)

The reason for this post is to get some ideas on the look of the unlock screen? What have other people done? Right now on the level select screen, worlds 2-10 are faded with an alpha of .5, and when you click on them it brings you to a purchase scene. If you play levels 1-10 and then click on the touch to continue to world 2 button, it also brings you to this scene. From there you can either purchase the unlock or exit back to the menu. If you purchase the game, it also brings you back to the menu.

Any screenshots of what you did? Do any of you use the success/cancel/error pages?

Comments

  • andrewm2211andrewm2211 Member Posts: 341
    not that I've done it yet, but when I release my app, one thing I plan on doing, to rather revive/or keep up sales. Is to release a free holiday version. thanksgiving themed, christmas themed or whatever and link to the paid.

    Just a thought.
Sign In or Register to comment.