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Well, I'm a total marketing n00b, twiddling knobs here. I knew there was a great deal of demand for the game. For example, when I briefly made Hearts Net free,
by allenbrunson 17y ago
Well, I'm a total marketing n00b, twiddling knobs here.
I knew there was a great deal of demand for the game. For example, when I briefly made Hearts Net free, it was being downloaded 3500 times per day. Then I put it back to non-free, and it was barely ticking along at 5 bucks in sales a day.
I looked at things like in-app purchasing and ad networks, but that seemed like a lot of work. I was very frustrated with the experience at that point, and was just about to quit altogether. Doing even more development didn't seem like a good use of my time. So this seemed like the easiest way to stop competing with myself, with the least amount of effort.
Now that I'm getting some encouraging signs, I'll probably reevaluate the situation and see if I can come up with something better.