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If you try the game and like it – if you've run through the 10 tutorial challenges and thought, "I like this and want more" – there's a separate version of the
by twostraws 11mo ago
If you try the game and like it – if you've run through the 10 tutorial challenges and thought, "I like this and want more" – there's a separate version of the app that is an up-front, one-time purchase with no in-app purchases at all. You pay once and get everything. Get it here: https://apps.apple.com/app/id6754342195 https://apps.apple.com/app/id6754342195
- randunel 11mo agoOh, so having a separate (paid for) app makes targeting kids with in app purchases OK in the (free) app you advertise?
- twostraws 11mo agoIf I only released an up-front payment version, people would complain that they weren't able to try the app first. If I only released a free version with in-app purchases, people would complain that they don't like in-app purchases. I did both, and I'm still getting complaints. I get that my solution is imperfect, but I'm trying my best.
- wffurr 11mo agoI really appreciate you having a full unlocked copy of the game with up front pricing and trying to solve this issue in a thoughtful way. In the old days, the free version would be a limited preview of the game, and would direct users to purchase the full game. We called it a demo or shareware, as in you were intended to share and copy it widely. You could also have the “in app purchase” be the full game unlock.
- max002 11mo agoMember it (southpark) :) one could learn some assembler by taking down those limitations and cd checks. Who would thought that it will be useful in reverse engineering malwqre in future? Hah... Dont get me wrong, at that time very little ppl in my country had ccs to actually buy any software even if, they wouldnt give it to kids :)
- aeon_ai 11mo agoThe issue here is that you are trying to bridge two disparate goals - making money and helping kids. The fact that this isn’t open source, as it stands, means the latter is not a primary goal - which is not an indictment, just an observation. The complaints will come, regardless, for that reason alone, given the marketing/narrative. You’re selling a product to parents/educators who want to gamify the technical education of their children. That market, small as it is, despises micro transactions.
- dghlsakjg 11mo agoWhat does open sourcing an application have to do with helping kids? There are plenty of arguments for open sourcing things. “Closed source apps necessarily deprioritize helping children” is not an obvious argument to me. Can you draw the connection more explicitly?
- aeon_ai 11mo agoScale and accessibility - Eliminating any barriers for children to get access to education, etc. Not to mention, it’s an app trying to help kids get exposed to underpinning technologies - seeing how the game itself is made would be optimizing for that end. It’s not that closed source deprioritizes, but the “helping kids” were the sole and primary goal sought, there’s a clear answer to what would align with that. All said, it’s not a critique of the OP - reconciling ideals and practical reality often require trade offs that would allow for a project like this to happen in the first place.
- twostraws 11mo agoI think it's hugely important to eliminate barriers to get access to education, which is why there's a free, web-based version of Hacktivate that is already being used 350+ schools around the world. I also think there's a lot of people out there who would pay to have Hacktivate running offline, using the full power of their device, and with no external resources being required, so I made that too. Suggesting that I need to make them open source to prove I want to help kids learn is really strange, particularly when literally thousands of students around the world are benefitting from my work without paying a cent.
- cheschire 11mo agoGood early lesson of small business and app development is you can’t make everyone happy. Trying to though will be guaranteed to make at least one person unhappy, and that’s you. So take advice where it’s offered but don’t mistake complaints for advice.
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- anonymous908213 11mo agoThis is a solved problem. It's called a "demo". What it entails is giving a small sample of your product completely for free, with no monetization at all, in order to entice a prospective buyer for more. It may be less lucrative than selling microtransactions to literal children, but it is something that people won't complain about, if you are genuinely in the market for a solution and not just trying to farm money off of scamming kids into swiping their parents' credit card because they have no idea what it's worth.
- twostraws 11mo agoYou say "solved problem", then suggest something explicitly banned by Apple's app review guidelines.
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- inanutshellus 11mo ago1. HN folk are being surprisingly hostile here and it's not cool. 2. Is it really true that "the game is X levels and in-app purchases is a-lot-more-levels" is banned but "the game is Y levels and limited features and in-app purchases gets you features and hints" is not?
- fainpul 11mo agoI'm confused, because the version you can install for free is literally that: you get the 10 tutorial challenges and 1 subsequent challenge for free, then you have to pay to buy / unlock the full game. How is that different from the classic shareware / demo concept? Obviously it's not banned.
- fragmede 11mo ago> Demos, betas, and trial versions of your app don’t belong on the App Store – use TestFlight instead. https://developer.apple.com/app-store/review/guidelines/#beta-testing https://developer.apple.com/app-store/review/guidelines/#bet...
- yojo 11mo agoThe HN crowd is touchy on some topics. Don’t take it too personally - good on you for building something cool and shipping it. FWIW my favorite non-predatory pattern is a level-limited free version with a single “unlock full game” IAP. That way users don’t have to lose their progress switching to paid.
- skeeter2020 11mo agoThis is just an optimized version of shareware, now that we don't need to mail in a cheque to get the full set of floppies. seems self-defeating to reference anything like "in app purchase" for what's jsut a path for an immediate update after the user completes a known subset of levels.
- stronglikedan 11mo agoyes, absolutely. options are always the right thing. nothing wrong with "targeting kids with in app purchases" if you're up front about it
- xandrius 11mo agoShow them X free levels and with free hints. When they get into the groove, at X+1 level show them "Did you like this? You can get 200+ levels if you convince your parents that this is a worthwhile investment for your learning." (copy TBD) and bam, you have a traditional game with a demo and a way to buy it that doesn't train kids to expect in-app purchases for every breath they take. And btw, $25 is high even for an indie steam game, a mobile game will be even harder to market at that price. Just FYI. Best of luck!
- figassis 11mo agoThank you. I am always willing to pay a premium for kids apps that don't have any dark patterns, subscription crap or in app purchases. It's sad that the market has been so corrupted that now customers are asked to pay a premium to keep kids safe and sane.
- twostraws 11mo agoYou'll be pleased to know that the app is not only a one-time payment, but also has zero tracking – no analytics, no logging, no adverts, and no data collection of any kind.
- xandrius 11mo agoCan I see the source code? Else it's just words :/
- twostraws 11mo agoSource code wouldn't help, because there's no way to verify any code I showed would be the same as the version on the App Store. Fortunately, you can just watch the network packets leaving from your device when you run the app, and you'll see literally nothing coming to me.