Do lite version work for you?
JamesBoucher
Member Posts: 433
This is my experience of creating lite versions of my games. The full version gets good reviews (and ratings) and is downloaded a couple times a day. The lite version gets bad ratings (no reviews) and is downloaded a couple hundred times a day.
I think the lite version gets bad ratings because it's a lite version. The people download the lite version, but want it to act like the full version. The lite version never gets reviews, just bad ratings.
I have four lite version of games that I removed today. I'm going to see if this help or not with sales. If I don't see any difference then why make the lite version.
Just wondering if anybody else has had the same experience?
I think the lite version gets bad ratings because it's a lite version. The people download the lite version, but want it to act like the full version. The lite version never gets reviews, just bad ratings.
I have four lite version of games that I removed today. I'm going to see if this help or not with sales. If I don't see any difference then why make the lite version.
Just wondering if anybody else has had the same experience?
Comments
I think users will rate a free app lower than a paid app because the don't put much thought into the review... especially since they never had to pay for it.
But if a user paid .99c or more for an app, then they usually put more thought into reviews.
I'm thinking about pulling the lite version of my app to see if it boosts sales too, and I really think at this point, that lite versions don't always boost your sales.
I think it's best to market the game you have (full version) the best way you can, and hope that it does well.
Let me know how your sales are affected by your lite version James, and I will do the same
*note to self, keep away from tshirtbooth's games.....
They only show the top 200 in any category though. The LITE version has finally pushed my game above the 200 mark, both are now hovering around the 150 mark. Which isn't amazing by any means, but considering that there are 15000+ games in the app store, it's certainly a step in the right direction.
And yes, the ratings are generally lower. But at this point, any press is good press!
appfigures is 5 bucks a month for two apps, 1.49 for each app after that...
I say this because I have other 'real' apps that I professionally produce and I don't want people associating one of my play apps with a poor rating with one of my highly rated apps. Sorta like one bad apple spoils the bunch.
I don't really know why my lite version is rated poorly because I'm just getting star ratings, no comments or feedback yet. So I'm in the dark as to what I could improve. I think I will wait another week and then pull the lite version and see how it goes. I think tshirtbooth has a good point. It has to be the right kind of game for a free version to work. Mine may not be.
@James - again, personally, I'm not a fan of in-app purchases. When I dl something, I expect either a demo, which has limited functionality, or a full game. I don't expect to have to pay for features that should be in the game already. It's a personal viewpoint, as I said, but iap's turn me off.
Dr. Sam Beckett never returned home...
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Web: https://quantumsheep.itch.io
@firemaplegames - I'm liking appfigures! It seems like a good analytics tool. I'm on the 14 day free trial so we'll see how it goes. Soooo close to breaking into the top 25 paid travel apps.
@tshirtbooth - I'm going to give it another week and see how the lite version goes. I'm doing about 150-200 downloads a day for the lite with only 2-5 sales of the full version. BIG money maker! hahaa That's alright, its more about learning than anything at this point.