9 questions about adding In-App purchases

Mr HansonMr Hanson Member Posts: 94
edited October 2012 in Working with GS (Mac)
Good day everyone

I am the designer from JonApp (not our real name), and i have some question regarding in-apps. Instead of creating heaps of different threads, i decided to put them in the one.

A bit of background info. We are designing a new game and because everyone goes for free to play we are working on just that. We also heard that giving people options to spend their money is good. We have an unique idea but what just wonder about the following.

Question 1: Is there a limit on how many iaps you can put in a game.

Question 2: Can you have access or permission to give people extra contents. eg, If you hold a competition and the winner wins 1000 diamonds. Can you then get that persons file and change their diamonds.

Question 3: Is there a way to give a code or something out to people to use an iap (Sort of like the above question)

Question 4: I hear people having to have a 'Restore' button fro iaps, How does that work with they add coins, can they click restore and get another set of coins. Whats stoping them.

Question 5: How complicated is it to add iaps to a game correctly. So if they buy more coins or diamonds and they have six price options for each, making a total of 12 options, Is this a big job. What is involved.

Question 6: Does Apple take 30% from your earnings off iaps? (i think it is yes but our graphic designer doesn't think so)

Question 7: Would you personally buy an iap for a game to gain more coins or diamonds if you found the game good, or are you like are programer and just like to earn it your self.

Question 8: Have many GameSalad games had any success in iaps, i think i read that POM game went free with iaps for his spin to win feature or something, but only made like 10 bucks.

Question 9: Are iaps just a button in your game (an actor) that is pressed to activate it?


Thanks for reading. Any help would be great :)

All the best
JonApp

Best Answers

Answers

  • Mr HansonMr Hanson Member Posts: 94
    Thanks @Uptimistik

    It really helped. Can you explain a bit more about the answer of question 3? Just a quick summary of what actually happens.

    In regards to question 8, it was a matter of how well they did, base on their way of engaging the player to buy content, so we have a bit of background info before diving into it. Its better to know from the start how your going to have a game instead of adding it.

    @Braydon_SFX

    Thank you for sharing. I read this a few weeks back i do believe when we after people's opinions. But read it again just to re log it back into the brain. Thanks

    @BazookaTime

    Thank you, I understand what you are saying, those you are rich can climb the boards in a few days, while you are there seven years later still trying. We have done a lot of research and data collecting for the last seven months about iaps and we came down to one conclusion so far, The game, because its going to be free, has to be playable to start to finish for every player.

    SO my next question is what level would you recommend we give the free users, do we make it so that the only way to be able to complete with other people to to buy? We are still researching what is the drop off line for between a free user and a paying user?

    All the best
    JonApp
  • Mr HansonMr Hanson Member Posts: 94
    @uptimisitk

    To understand what you are saying, this is a built in feature that we would have to create like Wild Surf did?. So we can't have a competition and have only the winner receive a code. If we give a code then it can only be for everyone. Thanks for replying

    All the best
    JonApp
  • Mr HansonMr Hanson Member Posts: 94
    @uptimistik

    Well, i think we should always keep our options open...... ;)
    So there goes that plan.

    So in your opinion, would you give the free users (its going to be a free game with no ads) a bit of help. For example. If the in-aps provided more coins and diamonds. Should the free user be able to earn diamonds through game play, or only get some when they level up and start with a few, therefore if they won't certain features, they can but iap or is that forcing too much upon a player. Should coins be able to be earned at a quick rate so they can spend them or save up, or should it take a while so they can use the iap to advance quicker or get the item they need? We feel that we don't want to make a game that says "Give me or your money" but a game that payers can play but spending money will decrease the time spent collecting and upgrading.
    Any thoughts?

    All the best
    JonApp
  • Mr HansonMr Hanson Member Posts: 94
    Thats what we are currently in the progress of. But as we are the more "inexperience type people" its good to get some advice about something. Maybe hear things that are outside of the box. Just to break away from our ideas and actually take time to notice what others are doing.

    All the best
    JonApp
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