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is this pricing reasonable?

http_gamesaladhttp_gamesalad Posts: 1,340Member
edited February 2016 in Miscellaneous

Hello! I have unlockable content in my game. How I've set it up is that each ball is 50 coins each and once you've unlocked all the balls you can get the space craft vehicles. There are 7 balls you must unlock to gain access to the 5 unique space crafts. (The space crafts change the theme of the game & background) the pricing for the space craft range from 200 - 1000 coins.

My problem is I don't want to have everything SUPER over priced. I wanted to get a second opinion on the pricing. I do have in app purchases for Google Play but not for iTunes because I have to set up tax info and all that stuff.

In the future I will release other updates with different types of vehicles & themes!


  • KevinCrossKevinCross London, UKPosts: 1,893Member
    edited February 2016

    Does it not depend on how long it takes to get the coins? If they take too long then 50 would seem overpriced. If it takes maybe 10-20 minutes to get 50 coins then it might not be too long. If the player gets bored collecting 50 coins then it's overpriced. If they enjoy it and coins aren't a a** ache to get then it's fine. That's probably only something you can establish play testing and getting a few others to play test it.

    I recently played a simple pick the lock game where the ball rotates around a circle and you have to touch the screen at the right time to align the moving circle with a line on the circle. There were stars to collect which were randomly placed at random intervals around the perimeter of the circle. 100 stars unlocked a new skin/hat for the padlock. I can't remember how long it took to get a 100 stars each time (it didn't feel too long) and I wasn't bored collecting them so kept playing. There were lots of unlockable hats. I didn't get them all as I did eventually grow bored of it.

  • Thunder_ChildThunder_Child Posts: 2,343Member
    edited February 2016

    I would think you should consider an increasingly harder way to get the at first to get unlocks and harder to get the coins to unlock future characters...or price them accordingly. In reach or just beyond reach is (I feel) the best way to gain further gameplay...or in app purchases of coins. Nothing gets me sticking with a game more than "I almost had it feeling" Maybe even an IAP that completely unlocks the entire craft list.

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