Is lite version of game really worth it?
PBEmpire
Member Posts: 676
My second game, test your fingers HD has been doing awful. But the lite version has gotten some 2-3k downloads. How can I lure more people into buying my full version? Ifeel it is pretty addictive..
Comments
This probably sounds unneccesarily redundant, but...
1) Make a very good game that people want to buy (looks like you have that part done )
2) DON'T give too much away in the Lite version that leaves the Paid version not worth the money (ex: Lite version- 100 levels; Paid version- 120 levels + Ad-free <----- People won't pay for the full version)
3) Make the Lite version awesome, but save your best features for the Pro version
(ex. If your game was Angry Birds, make the Lite version 1 Chapter, with access to only 2-3 Birds, and the Paid version 8 Chapters with all of the birds)
4) Make your in-app purchases a one-time purchase
(ex. Although theoretically you might think that making currency-based In-app purchases will get you more money as people will keep buying them, that's not necccessarily true, because people are much morel likely to buy a x2 permanent money multiplier rather than a one-time purchase of a package of money)
5) If you're sure that people are addicted to your game, then make in-game items/features that require in-game currency. The logic is that if they love the game that much, and they just can't wait to get the in-game stuff, they'll buy your In-app Purchases AND/OR make a premium currency that is only gainable through real $$$ and make that premium currency worth many times as much as the normal currency.
Sorry this is slightly a more general list and not too specifically geared at your game, although many of the points are still releveant to your game.
Hope this helps.
EDIT: Oh, and by 'awful' do you mean that it's barely getting any downloads, or that it isn't selling as well as the lite version, but still sells. So for example, has it sold say 5 copies while the free version sells 3000, or has it sold like 1200 copies or something. I wouldn't be too surprised if it's at 1200, because very few people buy an app and take it as if it was only a buck. A large amount of consumers are very conservativ when it comes to paying for apps, and only buy from big-name companies. If only the big-name companies did not make the .99 cent price a standard...it would have been a lot easier on us Indies.