4 ms·
At 0.99 though, do you really make much money? Back of the envelop numbers seems that any game at that price point is so underpriced to never be profitable or
by idunno246 10y ago
At 0.99 though, do you really make much money? Back of the envelop numbers seems that any game at that price point is so underpriced to never be profitable or more than a side project. Especially when an ad driven install costs more than that - relying on the pretty poor app store discovery mechanisms cant drive much traffic. (ive worked for free to play, so maybe we just saw a totally different thing)
The reason IAP became so big is because there was a huge race to the bottom in pricing in mobile, $1 isnt sustainable, so everyone was forced to find alternate revenue streams. If apple got rid of free and <$5, the average quality of the app store could be so much higher
- tracker1 10y agoI keep thinking that a virtual arcade model could work well... you get N plays per day for free, but if you want to buy more "coins" you pay like $5 and they carry over... Each version improves existing games in the arcade and/or adds new ones... you can play your 20 coins/day first, then buy extra if you choose... there's no reason that model couldn't work quite well.
- gearoidoc 10y agoDepends on what you define as 'much money'. I spent 3 months building Hipster CEO and its made me approx $40-45k (as well as leading to other projects). Not a bad return for 3 months work.