Just a thought... those quarter of a million people now have your game for free... which means none of them will buy it. Wouldn't it make more sense to have a full and a lite version pointing to the full one? Just my 2 cents. I hope I'm wrong and that you make MEEEEEEELLIONS!!!!!
but its probably a quarter of a million people who wouldnt have discovered it by search, most downloads were probably generated from the advertising from freeappaday.com. You are kinda relying on those people spreading the word a little to friends etc, plus your game now has a lot more exposure than it did before. I reckon you could get some good results by combining it with the lite version that points at your full game, thing is you have to have the pro license to be able to do the forwarder.
@poly - I agree, but freeappaday.com contacted me about my game. They did not give me the option of any other app. I guess I could have worked like hell to get XMB2 out and upgrade to GSpro and put a link in XMB to XMB2, but I just had way too much going on at work and home. Leaving it free with a link to a new full version was not an option as I made an agreement with freeappaday that I would set it back to paid and they take 30% of the increase in profits for 30 days.
I think if you were going to try using them to promote a game and then just keep it free with a link to a paid version they would not agree to the no money down profit sharing agreement that they made with me. So you would have to pay them $600 to $1000 upfront.
The price switch went live around 5pm eastern yesterday. According to appfigures I made $12 (which is what I was making before per day on average). So today will be the first full day that it is $1.99. So I can't wait to see tomorrow's report!
tshirtbooth said: I think im going to take down Tumble Blocks for the iphone, Rename it upload a 20 level version (not call it lite) then use freeappaday Leave it free for the month Then launch the full version and call it ???? Full.
Very interesting scitunes you have givin me a lot to think about.
Did you read my post earlier in this form. That's almost exactly what I was saying. I used red block remover as an example though. Make number one free and get people to upgrade to number two. That way you can use freeappaday and have a lite full system without an actual lite. It's a great game and if only a tiny percent want part two it's good money.
@james - yeah, I should have given you credit for the idea (my 4 year old was begging for attention this morning so I was pretty distracted)
I have probably 8 hours of work left on this sciTunes book project so I am hoping to knock that out this weekend and then start working on games. I am thinking XMB2 should probably be the next project and if this one goes well enough maybe I can afford the GSpro and put a link in XMB to XMB2 (after I make it!). We'll see how many people still have XMB on their devices in 2 or 3 weeks from now.
Well I don't know if you are really "tricking" them, it's just the rules. I'm sure they wouldn't care if they knew a newer version was coming out later. If it's a good game w/ enough content and was previously paid I think they'd feature it. This could work for those who are making a game also. They could release an early version as paid and then feature it for free while working on the rest. This way they can see how people like it and what users want to have improved for the "Pro, Deluxe, Gold, ect" version.
You might want to update your description on the app store. It says...
Downloaded over 230,00 Times!!!!
I've been wondering if I should offer my game for free (for a limited time) in order to boost the popularity of the game. I'm not so sure that this is a good idea. I don't see how it's supposed to convert into sales. Maybe it could be a loss-leader, and just promote your other games in the free app.
I'm not trying to toot my own horn at all (as there are many GS games that are far superior to mine), but they came to me. I have no idea how it works when you contact them. In other words, I don't know if they give the no money down deal to everyone. They might, I just don't know.
Has anyone gone to them and asked for pricing options? I'd like to know what they say when you initiate the conversation so I can think about whether or not to do this again (or if it will even be an option again).
Well, on the first full day after setting it to 1.99 I made just $31. I was hoping for more, but that is almost 3x what I averaged the week before it went free.
So that is an increase of around $19 so freeappaday will take 30% of that increase which leaves me with $25 yesterday. That means I took around $13 "extra"
So I need to make $36 "extra" just to cover what I would have made on the 3 free days. After I make that $36 back, then the rest is the real financial benefit from this campaign.
Anyways, I think the people who have commented above have got it right - for this to make a big difference you need to be creative - you can't just expect this alone to get you $$$$$$.
I don't mean to sound whiny, I just wouldn't want people to pay a large upfront fee and expect a huge return. I'm thrilled that there are so many people out there with my game. I have an update coming soon that will inrease the fps and button response time significantly - the two main complaints of the freetards. So I am hoping that those who don't delete it by the time this next update is out will like the game even more and tell their friends.
I just love the learning experience that this has been
And just think... with those sales if you had ten games you'd be pulling in over a grand a week! Not too shabby... it seems very possible to make a decent profit... you've inspired me... I'm gonna go kick my boss in the nuts....
@ Sci. Wish you would have made more. I know how you feel for sure. Keep the games coming though. You never know!!! This was a fun and exciting post. Thanks!
@ POLYGAMe LOLOLOLOLOLOLOLOLOLOLOL I needed a good laugh. Frickin hilarious!
Just a thought. I'm generally not cheap but that 1.99 would stop me from checking it out. I will download three or four 99ers before I consider a 1.99er unless I know about it. Then I'll spend 10 if it has good reviews.
Basically I'll try anything for free or a buck. I may be the only one like this but it's something to consider when going with the two price. There is some killer competition out the for 99.
If the whole page above and below you is 99 it could really be a factor.
I went with $1.99 on the recommendation of FreeAppADay.com
I have a major overall of the entire game in the works right now. It is going to much better. I think I will drop the price when the update comes out.
The other weird position I am in is that freappaday takes 30% of the INCREASE as compared to the week before the free day for 30 days. So I am hoping that in 30 days from now a lot fo people will still have the game on their phone. Then when they get the update I am hoping that they will appreciate the improvement and write a new iTunes review and hopefully tell a friend about the game. Any increase I get at that point will not have to be shared with freeappaday.
I feel like the appstore is one big science experiment with way too many variables!
Comments
Good luck, scitunes!
If I can get a few people to update their reviews I can get some stars to show up.
Thanks!
The price switch went live around 5pm eastern yesterday. According to appfigures I made $12 (which is what I was making before per day on average). So today will be the first full day that it is $1.99. So I can't wait to see tomorrow's report!
tomorrow will be the real test to see if this worked.
285,000 DLs in 3 days
8,000 people updated the game yesterday, so hopefully some of them liked it enough to tell people about it.
If anyone wants a promo code send me an email ( dan at scitunes dot com) - though imagine most of you got it when it was free.
I have probably 8 hours of work left on this sciTunes book project so I am hoping to knock that out this weekend and then start working on games. I am thinking XMB2 should probably be the next project and if this one goes well enough maybe I can afford the GSpro and put a link in XMB to XMB2 (after I make it!). We'll see how many people still have XMB on their devices in 2 or 3 weeks from now.
Thanks for the suggestions.
Has anyone gone to them and asked for pricing options? I'd like to know what they say when you initiate the conversation so I can think about whether or not to do this again (or if it will even be an option again).
So that is an increase of around $19 so freeappaday will take 30% of that increase which leaves me with $25 yesterday. That means I took around $13 "extra"
So I need to make $36 "extra" just to cover what I would have made on the 3 free days. After I make that $36 back, then the rest is the real financial benefit from this campaign.
Anyways, I think the people who have commented above have got it right - for this to make a big difference you need to be creative - you can't just expect this alone to get you $$$$$$.
I just love the learning experience that this has been
@ POLYGAMe LOLOLOLOLOLOLOLOLOLOLOL I needed a good laugh. Frickin hilarious!
Basically I'll try anything for free or a buck.
I may be the only one like this but it's something to consider when going with the two price. There is some killer competition out the for 99.
If the whole page above and below you is 99 it could really be a factor.
I have a major overall of the entire game in the works right now. It is going to much better. I think I will drop the price when the update comes out.
The other weird position I am in is that freappaday takes 30% of the INCREASE as compared to the week before the free day for 30 days. So I am hoping that in 30 days from now a lot fo people will still have the game on their phone. Then when they get the update I am hoping that they will appreciate the improvement and write a new iTunes review and hopefully tell a friend about the game. Any increase I get at that point will not have to be shared with freeappaday.
I feel like the appstore is one big science experiment with way too many variables!