Re:How a hobbyist game dev broke into the App Store's top 25
by soup10 on Friday July 19, 2013 @07:26PM
(#6073593)
It doesn't, App Store is all about impulse purchases. Anything remotely casual should be .99c or free, use ingame purchases to capture extra value. If the game plays half decent and is shiny(has non-amateur art), it should have a pop up sometime ingame reminding players to review and it will have no problem getting a 4-5 star rating. All of which doesn't actually matter if you get right because you still need a hook or angles that gets people playing YOUR game instead of the 1000s of other similairly polished and entertaining games(many of which are going to be better known, by virtue of branding/bigger marketing budget/connections/whatever)
Re:How a hobbyist game dev broke into the App Store's top 25
by coldtea on Saturday July 20, 2013 @04:35AM
(#6074675)
>It doesn't, App Store is all about impulse purchases.
Lots of quality apps with normal prices have proven otherwise. So anybody should take your advice with a sack of salt.
Re:How a hobbyist game dev broke into the App Store's top 25
by soup10 on Saturday July 20, 2013 @06:06AM
(#6074800)
It is what it is. I've had an app in the top 100 paid for the past couple years and that's how I interpret the market. The vast majority of money spent on the App Store is impulse buys, not researched decisions.
Re:How a hobbyist game dev broke into the App Store's top 25
by eropple on Saturday July 20, 2013 @04:14AM
(#6074643)
As a game developer what you describe is painful. Your description should serve as a warning to anyone trying to get into mobile games.
If you race to the bottom, you will sell your soul to do so.
Re:How a hobbyist game dev broke into the App Store's top 25
by adamthats on Saturday July 20, 2013 @09:05PM
(#6077329)
I disagree with the cheap / free and then 'capture extra value' model, purely because I personally hate games that do that. That's not to say that it doesn't make good business sense, just that I wouldn't enjoy making those kinds of games. If it was my livelihood perhaps I'd feel differently, but I'm very happy being in a situation where I can make exactly what I want, for the market I want! (full disclosure: I'm the guy that wrote the blog post).
Re:How a hobbyist game dev broke into the App Store's top 25
by peterkelly on Saturday July 20, 2013 @07:05AM
(#6074893)
What you've said regarding pricing & the freemium model is entirely correct. But this race-to-the-bottom that everyone has been forced into annoys me to no end.
Personally I'd much rather pay $5 or even $10 for a good game if it's going to give me a few hours of entertainment.
Unfortunately there's so much crap on the app store that it's a big risk paying that much for something unless you know (based on reviews/recommendations etc) that it's good.
Re:How a hobbyist game dev broke into the App Store's top 25
by sgarman on Friday July 19, 2013 @07:31PM
(#6073614)
Another positive thing about pricing it above the .99 min is that if you do, you can't have sales or reduce the price of your game. Starting at 1.99 gives you some freedom to bend your price a bit.
This makes total sense, and I hadn't previously considered the effect of pricing on potential reviews. He was able to focus his audience (by raising the price), knowing that it would encourage more motivated gamers that were less likely to get frustrated by the mechanics. Thus avoiding the annoying 1-star reviews that can tank a rating.