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View Full Version : iOS Pricing question from a gamedev: How do you feel about free games?



Rosstin
2015-10-15, 01:55 AM
I'm currently working on a silly little app called "MONSTR: Tinder For Monsters (http://lemmasoft.renai.us/forums/viewtopic.php?f=43&t=35315)" and I've been considering a number of different pricing options for the game. To be honest, I'm not actually that interested in selling a lot of copies of the game... what I am interested in, is people playing it, sharing it, hearing about it. I'm making this game because I want to make a splash and get people to play my stuff.

So, with that said... when you're on the iOS store cruising for games and you see a random game, what goes through your head when you look at the pricing options? Does a game being totally free turn you off? Do you hate in-app purchases and refuse to play those games? What about games that are straight-up $0.99?

Thanks for the advice and opinions!

http://i639.photobucket.com/albums/uu114/rosstin/tinyshots_0001_Layer-6.pnghttp://s639.photobucket.com/albums/uu114/rosstin/tinyshots_0000_Layer-7.pnghttp://s639.photobucket.com/albums/uu114/rosstin/tinyshots_0007_Background-copy.png (http://lemmasoft.renai.us/forums/viewtopic.php?f=43&t=35315)

Sallera
2015-10-15, 04:54 AM
Generally, I won't pay for a mobile game without prior recommendation (so, not if I just saw it in the app store). I've nothing against IAP as long as it doesn't become pay-to-win, but that can be a fine line to walk. And no, seeing that a game is free (IAP or not) doesn't turn me off; I know there are plenty of hobbyists out there.

Grif
2015-10-15, 05:12 AM
The iOS/Android market is so saturated with apps these days that unless it is recommended by someone, I'll never pick one up. Yes, even if it's free. Time is precious, and I got little to waste on duds.

Gandariel
2015-10-15, 06:46 AM
I'd rather have a free game with IAPs.
Simply enough, I don't buy phone games.

I never spend money on IAPs either, but if I catch a cool free game I might suggest it to my friends.

Rosstin
2015-10-15, 03:28 PM
Thanks for the responses so far. This iOS thing is tricky waters for me to navigate, it's all new to me. My app is in review now and my goddess it takes forever.

Rosstin
2015-10-16, 05:52 PM
My current plan is to have an IAP which is essentially a small donation. I'm still trying to figure out exactly what form that will take, because I have to communicate that's it's sort of a tip jar but Apple doesn't allow that. So it has to be an IAP that gives the user something. I'm considering having a joke currency that you can pay a dollar to permanently get an infinite amount of, or you can buy a premium profile once, or something like that. It's complicated because it's a pretend social network and I'm, like, entering the Matrix when I add actual share buttons that connect to Twitter and Facebook and whatnot.

Related... monster puns for Facebook:
• Disgracebook
• Facehook
• FaceFace
• Monsterspace
• Myspacebook
• Carapacebook
• BookMadeFromTheSkinOfHumanFacebook

danzibr
2015-10-16, 07:48 PM
Generally, I won't pay for a mobile game without prior recommendation (so, not if I just saw it in the app store). I've nothing against IAP as long as it doesn't become pay-to-win, but that can be a fine line to walk. And no, seeing that a game is free (IAP or not) doesn't turn me off; I know there are plenty of hobbyists out there.
This is pretty much how I feel. I'm all for IAP. Usually if I like a game I'll try to drop $5 or so to support the creator.