However, to increase revenue capture, charging for templates or other assets could make up for it.
Swapping in a temporary trial plan instead of a free plan and using a low cost plan for the occasional casual user will probably keep your support costs lower too - free users can eat up a lot of your time/money, and also tend to be more negative about the product than paying customers.
Maybe the more expensive plans get more templates for free, and the cheaper plan is more a la carte.
Great job and congratulations on this release. This is a good market to be in and I can already see uses for this in my own budget product promo videos.
In fact - if you can scale easily - you might be better off lowering the price and going for those that can’t afford / can’t be bothered to learn After Effects.
Make it something that an average 16 year old can afford, and you’ll create a loyal customer base.
Like that you may be able to make more money selling template bundles and stuff as add-ons, as that’s an audience used to paying for skins and similar while gaming.
I've considered doing a one time fee with up sells. Pricing is not entirely fixed. Still working out what the market wants and what the company will need to survive over the years.
Ill need to run the numbers and possibly bring on some advisors. This model does make a lot of sense to me.
It absolutely should be. This has a lot more value to large social media teams who have to iterate on content daily to test conversion than it does to just an individual who wants to make nice posts for their side hustle.
First you are right, pricing will go up. As I add more assets (animated text 100+, templates 100+, progress bars and other elements 100+) I will raise the price. Early adopters will be grandfathered in for life.
I think adjusting the pricing based on your feed is very appropriate, makes a lot of sense and its giving me a lot of ideas.