useful tip to get good sales on your iphone/ipad games*

tblockpillartblockpillar Member Posts: 6
when you release your app to the app store, release it for the price between $2 and $5. then when your app has been approved and is published onto the app store, instantly change the price of your app to *FREE*
so that your app will go on all the giveawayoftheday apps. like appsfire, freeappoday ect..
that way your app will be noticed alot faster!. keep your app free for about a week and then change it back to paid. by this time you should have more downloads then normal.

hope this helps!


  • mrpacogpmrpacogp Member Posts: 400
    Yes, its a good idea. Thank you for share it.
  • eric.ojhaeric.ojha PRO Posts: 23
    Is there any issue withi cycling between free and paid on a monthly basis?
  • RPRP Member Posts: 1,990
    In a sense it is false representation. You are giving the illusion that your app has sold in abundance at launch. The other side to this is that you may take a hit on your reviews from those "free-scavengers" that do not invest much time in gaming as they do just downloading anything free they can get their hands on (they also tend to leave negative reviews over little things that don't fill their free meal seeking gullet). Your more sincere reviews will come from those whom paid for the app.

    There is nothing wrong with cycling, many do it, but at launch, I'd rather see what the true results are (for various reasons) and offer a free window at a later date.
  • mrpacogpmrpacogp Member Posts: 400
    Negative reviews can save your work, maybe you think your game its awesome, but others can help you to correct bad items on it...
  • RPRP Member Posts: 1,990
    edited December 2012
    Negative reviews can save your work, maybe you think your game its awesome, but others can help you to correct bad items on it...
    That's not the point. It's not that the game could have flaws or issues, it's the flame-bait style or ignorant interaction people have with the Appstore review system. Many free title reviews that I have seen complain about missing features that were obvioisly never intended in the origional design.

    Example: "The game sucks because it's not an open world game", while the game is a side scrolling 2D platformer. Or: "The game sucks because there are not enough weapons", while being a weapon free game. And best for last: "I just downloaded the game! It's going to be the best! 5 stars!".

    In essenece they don't read the product description, thy just download it because it is free and a game image caught their eye. Random. Much like an adult that still looks at books only for pictures and knows nothing about the what book is about.

    "but others can help you to correct bad items on it."

    That is called QA, alphas, betas and focus testing. Those should be addressed before releasing. Not after release. That is the Microsoft way of doing things, which has saddly spoiled software release expectations and mind sets over the years.

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,927
    I agree with @RP. If you value your work, release it at the appropriate price you think it's worth and will be purchased for. Then later, offer a free day/week to see how it affects downloads and to generate interest in your app.

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  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    Yeah, I agree with other guys - I release my game in the price, which I think is appropriate, even if it's higher than most prices in the App Store.
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