Strategies for app prices?
blue_elephant
Member Posts: 505
When I put my apps on the App Store the plan is to get PRO from the money at first. That way I can put ads and in-app purchases and make the game free.
Does anyone have strategies for this? Should I make the game free until it gets more popular and then make it 99 cents? Or should I make it 99 cents from the beginning.
Thanks!
Does anyone have strategies for this? Should I make the game free until it gets more popular and then make it 99 cents? Or should I make it 99 cents from the beginning.
Thanks!
Comments
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1. Make it free, get feedback, develop it further for the better, put a price, good luck.
2. Charge 69p (99 cents), get one or two bad reviews then no one else buys it, develop it further anyway and people will have doubts. So you'll end up making it free to boost downloads hoping when you put the price up again people will pay.
3. You could be really lucky and I hope you do well.
But this is a decision you are going to have to make. If you have games out there already then learn from that. Remember to use facebook or twitter, free marketing right there. Spread the hell out of your game for people to notice. Hashtag it, #iOS #runner #platformer #puzzle etc... be confident in your game. That there should help you get people to download or pay depending what you do with it.
If you make it to the next round. Ask someone on the forums who is brutally honest or someone who you barely know. When I do this I will be contacting @fryingbaconstudios. Dave doesn't know it yet but I know his opinion will be heart breaking. That's what you need.
If they say they would consider paying for it or will buy it. Then set it paid. If not, and they would touch it or pay for it. Set it free, gain that feedback. Learn from it, make updates. Seriously, take the advice even if you think it's good the way it is. Your not the one paying money for it.
I see so many games get released and I think, they neve got honest feedback.
To be even more honest, you should have thought of this before development IMO.