Comments (3)
So our notes from before had us doing something like...
- Give game away or have nominal purchasing
- Unlock additional modes with either in game currency or InApp purchases
- Profit
Thinking about this, without much details into a plan, I'd shoot for releasing the app itself at the $0.99 or $1.99 price point for say 30-60-or-90 days then releasing an update that includes an additional game mode or two for another $0.99. If we can do that every couple of months for a few iterations we'll have the ability market each update to our existing audience and new audiences.
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What if the app is free, but we offer AI for $0.99? Or select specific features that are "premium?"
I think we will get WAY more traction if the app is free, but limited.
from fivebyfive.
Yeah, we just need to think through what's free and what's not. I'm all for tiering it thought. We can have launch fanfare. Then another month of two have a "sale" when we release more features but charge for those and have the initial features free.
from fivebyfive.
Related Issues (14)
- Need way to skip rolls HOT 1
- Prevent accidental "no mark"
- Game doesn't end HOT 4
- Landing Page
- Build AI HOT 2
- UI Priority HOT 2
- Include Bellinger's name
- Website landing page
- Marketing and roll out plan
- How to suggest moves HOT 3
- Scoring a game HOT 3
- First "Milestone"
- We need to pay for the font, if we use it. $5
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