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I bought the game to see how you implemented that. The game is 99 cents. Before the second(!) level, I am asked to buy a blade. Turns out a) I have to buy mone
by exolab 15y ago
I bought the game to see how you implemented that. The game is 99 cents. Before the second(!) level, I am asked to buy a blade. Turns out
a) I have to buy money to buy a blade (WTF?! Either you charge for the game or the in-app purchases)
b) I cannot close the buying menu without buying anything
c) It is completely unclear to me how the practice blade is different from a "real" blade
You talk about how you detect players' intentions. My intention was to buy a game for 99 cents. Not for 10 bucks.
Seriously...
- exolab 15y agoAnd then I get the vanilla sword for free after lv.2? Dude, you are confusing me. What would have happened if I had bought that sword after lv. 1?
- exolab 15y agoAnd now, after lv. 3, I think I understand your approach. IMHO you should explain that buying for cash is an alternative for the lazy. Still I think that if you go down the IAP road, you should only ever charge for additional content (e.g. the next 50 levels), and not for power ups for the game. Just my 2 cents (sorry, couldn't help it).