Show HN: Tired of mobile games with IAP and ads, I made No-Bullshit Games
nobsgames.stavros.io
nobsgames.stavros.io
Github: https://github.com/franzenzenhofer/lsd (Warning: a single, dependency less CoffeeScript source file)
[0] https://playclassic.games/games/action-dos-games-online/play...
https://archive.org/details/arcade_qix
Press F3 to choose language, then use 5 to insert coins, 1 to start 1 player game. Use cursor keys to move along existing lines, use Ctrl+cursor keys to draw fast, use Alt+cursor keys to draw slowly.
https://archive.org/search.php?query=jezzball&and[]=mediatyp...
I was told they only contain DLC.
Any app, IMHO, that requires to be connected to the internet to play so it can deliver you ads doesn't belong on this list.
Sonic 1, 2 and CD at least behave like this atm.
It looks like you have a "DLC" flag, maybe add "Online Only" to the list as well..
I want game devs to be able to make a living, but there's a difference between game devs who responsibly put in monetization and game devs just trying to squeeze every last cent through deceit and manipulation.
Considering the amount of time I spent playing that game and the relatively cheap price, I can't complain too much, but the new game has no option to skip ads, a bunch of in-app purchases, annoying notifications some of which let you straight up cheat. Meanwhile, I have an old scrabble cd-rom from the late 90s that might run right out of the box on my windows laptop, and worst case can easily run under an emulator and I can happily play distraction free until the end of my days.
Few get the balance right and many will always tip one way on the odd patch, pandering to the whales - who after all - spend money.
Though the games that just offer hats and other cosmetics, well, you have to love those and certainly a solution that appeases all and rich fools are not to be scoffed at in such games as they are paying for it to carry on.
I’m not interested in the nicotine business for the same reasons, regardless of how much each smoking whale is worth.
Obscure games with low sales will fall off the rankings pretty quickly. And that's before you consider that there are only a few successful game types (Clash of Clans, Tower Defense, Candy Crush) and probably 10 different clones of each out there. How would you stand out?
This incentivizes devs to just put out a game for free, load it up with ads and hope that it gets enough downloads for it to become an acquisition target.
Not all games/apps work with that approach, but many do and I'm all for fair choice.
Just a few that I have installed right now, but there are a ton more:
https://apps.apple.com/us/app/pilgrims/id1296855328
https://apps.apple.com/us/app/jenny-leclue-detectivu/id88256...
https://apps.apple.com/us/app/tangle-tower/id1437742603
https://apps.apple.com/us/app/sayonara-wild-hearts/id1441675...
Maybe it would be a good thing if children couldn't wantonly download adware without their parents inspecting it?
Freemium is the modern/mobile game demo.
If you have kids, try Apple Arcade.
It should go without saying that Doom was also an incredibly unique game for its time, and the blood-and-guts controversy likely helped spread word about it just as much as the distribution model did.
How does including ads in your app make it more likely to be found in the search results?
pretty sure they all do ...
https://pbskids.org/apps/pbs-kids-games.html
No ads, works disconnected from the internet, and games are pretty simple and not driven towards some kind of monetary business system.
A 5-year-old who just wants to play that game with the characters they know doesn't understand this, and honestly, it's just easier to avoid entirely.
I haven't personally tried it, but it claims there are no ads or in-app purchases, and the catalog includes a bunch of classic kids' games.
It's free as in beer, as in freedom, and as in ad-free.
What's a better model for this? A single app with a one-time IAP; or two apps, where one is free with no ads or IAPs, but there's a link to a separate paid app with no IAPs?
It seems there's no way to distinguish easily when you're looking at the App Store whether IAP means a reasonable one time purchase for the full game, or a series of predatory IAPs. So having any IAP at all seems to turn off a lot of people. But I'm not sure two separate apps is the best approach either.
I'll ignore anything that is shown to have any IAP.
At least in theory, maybe there's been a few cases where it hasn't worked. I'm not aware of any, though.
I don't know how that works on Android. That might not be supported.
Which is actually awesome.
My first games were Quake, and Quake2. I enjoyed shilling out the cash just once. Bought expansions as budget allowed and was always excited to.
More power to you honestly.
Edit: duck ads.
I understand what you mean, and i think the model pursued by old games was less toxic. They simply released shareware ... just 10% of the game for anyone to try.
Freemium/Ads works well for addicting things, and im not sure how the negative effects of what’s done there can be honestly counter acted.
So its not that i don’t think that the model generates less money, its just burning down the house.
That sounds a lot like old-school shareware. The free version was a full copy of the game that only included the first few minutes/hours of the missions/worlds/characters. Paying got you the whole thing.
Well, in 90s, this was called shareware. The limited version (i.e. first level/episode) was legal to copy/share between users and who paid got full version.
This reminds me of the Cloverfield series. It would be interesting if you didn't know the games are related at the start or if you know they're related but they're not necessarily the same format or storyline. They just happen to exist in the same world.
I don't think that all 'dark patterns' are necessarily always bad, especially after seeing everything that made your list, as you have "Complete the Collection" as an example.
While I think that it can definitely be abused and does belong on the list, I do think collecting things can be part of the fun of games for people, and that's been in games pretty much since games moved from the arcades into the home consoles.
Like platform games are often 'Collectathons', and one of my favorite games of all time, Yoshi's Island on Super Nintendo, has 5 collectible flowers and 20 red coins (and you have to do it with full health at the end of the level) to get up to 100 points for every single level. One of the things I love to do in that game is try to get the full 100 points in as many levels as possible.
Another one is Badges, which is similar to Collections, but you're collecting the completion of goals instead. Personally I loved when Xbox 360 introduced Achievements, and I still wish the Switch offered them. When done right, it can leave a lasting demonstration of how much I enjoyed the game. Of course there's some stupid, grindy, super time consuming garbage that borderlines on player abuse for them, so I agree they qualify as a dark pattern, but I don't think they're inherently or always a bad thing and something game developers should always avoid if they want to make a game that wouldn't make the bad side of your list.
A lot of these dark patterns I do think are probably always annoying and a bad experience, though, like "Wait to Play".
I guess they do technically exploit people's psychological weaknesses to make games more addictive than they'd be otherwise.. if you take all of those out, though, the classic Final Fantasy SNES games are basically just pixel art comic books
In fact, I sometimes enjoy watching other people have fun, even if it would be grinding for me. Also helps that they're usually just better at it :)
All other top playstore list are garbage too. Finding anything good that isn't crippled by predatory practices is downright impossible. I don't mind paying for mobile games but this isn't as profitable as hook-line-sinker micro transaction model.
I will give this list a go back home.
Besides that, some minor nitpicks:
- Infinite scrolling would be very nice to have
- The ability to sort the columns by clicking the headers (eg, reviews) might be useful
- I have some, uh, really old devices here that I continue to use. One is on Android 5. There are probably only like 4 people out there that will appreciate seeing a game's minimum Android version, but they'll really appreciate it
- I kind of think surfacing screenshots or description info might be interesting, but that's probably because I'm on 256k slowed internet right now and am loathe to click links (lol) but want to compare/get more info about each game
Also: something interesting is going on with the rating filtering. If I type in "4.8" and select Free under Android, I see 3 items; trying "4.7" gets me a total of 6 4.8-rated items.
> please take my email address and feed me notifications about when new games get added
Hmm, that might be a bit spammy, do you have an RSS reader? Maybe I could add a feed.
> Infinite scrolling would be very nice to have
I had something similar before but people complained that they lost their place when clicking on apps to go to the store. Maybe that's fine now that they open in a new tab, I'll rethink that.
> The ability to sort the columns by clicking the headers (eg, reviews) might be useful
Yep, that's something I removed when I added the filtering system and that I need to add back, thanks.
> something interesting is going on with the rating filtering. If I type in "4.8" and select Free under Android, I see 3 items
Hmm, that's odd. I will investigate, thanks!
And perhaps infinite scrolling could be combined with history.replaceState() (https://developer.mozilla.org/en-US/docs/Web/API/History/rep...) to keep the URL in sync.
My main entertainment has been video games for more than 30 years so I either need a story, complex systems i can mess with or maybe a reflex challenge.
Edit: Say, where can I find a complete list of the games they offer? I just checked their page and they seem very secretive about it. Another sign that it's targeted at parents buying something for the kids to shut them up :)
I've really enjoyed my time with Apple Arcade. Before it launched, it was becoming difficult to find a decent mobile game that wasn't 100% supported by ad's. I haven't loved all the games they offered, but I've played about 5 so far that I would have paid full price for if they weren't offered in the service.
Phone games are generally played to fill dead time, rather than someone spending hours strategizing like Civilization, by and large, so in these cases shallowness is a virtue. At the computer I like CKII, but Reigns is good if I'm waiting on lunch.
I'm always amazed how many sites like this make wild assumptions about the domain knowledege of all the people that might come across the site. I think "IAP" is "in-app purchases", but just make that clear. And a better statement about what constitutes "bullshit" and whis is the correct definition would help a lot.
Also, why not also include mobile web games like 2048?
Edit: Still super early in dev and pin for "grown up" tab is 1222
The "luxury start" for a non-dedicated game device combined with the payment platform intergration of an app store was likely the original sin which turned the mobile game development culture that particular flavor of toxic. Of course that was also probably partly what got them developer buy in to their niche platform - the money.
Back when the iPad 1 was new, I was actually playing games on mine. Then everything turned into a mess of IAP bullshit and now I don't even look at mobile game releases any more. Hopefully this site will help me find something to play.
I'll throw in one I made for myself and never really showed to anyone. It's a clone of Unblock Me/Rush Hour, but with no ads and undo+redo support. It's only a website since I don't want to bother with app stores (I just save the page to my home screen).
https://zwegner.github.io/slidey-blocky-thingy/base.html
The puzzle variety isn't great, my generation method sorta sucks. I had started to build an exhaustive generator after reading Michael Fogleman's article[1] on it, but haven't finished.
Simply put, it's to move the blue-greenish block off the right side of the grid. You clear the path by moving all the other pieces around as necessary. Each piece can only slide horizontally or vertically, depending on its orientation (they move along their longer dimension).
https://developer.mozilla.org/en-US/docs/Web/HTML/Element/se...
I've seen some games that are on both Switch and Android. The Android one has ridiculous IAPs, and Switch is a one-time purchase. I get that it isn't the developer's fault. Premium games don't sell well on Android. But it sucks none the less.
Remember how Angry birds and Cut the Rope used to be good? Now they're a disgrace, full of video ads. And for most of them you cannot pay a single fee to remove.
One of our main design principles is to charge a fair price and never do any ads, tracking or IAP's. The idea is to be contrary to the vast swathes of crap that is out there...
https://play.google.com/store/apps/details?id=com.nuclearuni...
I still play a bit of FIFA, but I reserve it to my social time (even though I find that FIFA create a lot of tensions, while Mario Kart is funnier to play, and the level to be competent is lower).
The problem with most of IAP games are that they are in the same category than FIFA or FM. There is little backstory. While paying upfront for a game (on mobile, a dozen of great games exists, and you can play some of them during short period of time like Limbo...) create a sense of connection with the game, because you invest money in it, and you are ready to really invest time in it. On the opposite, IAP are games where the goal is to make you play as much as possible, to pay as much as possible.
I don't mind paying $5 (or more) for a good mobile game, but with so much crap out there, it's tough to justify unless I am lucky enough to run across a trusted review or it's something from a developer that has earned my trust through previous offerings.
Looking back, the games I buy/unlock tend to be the ones where I get to try them out first. If I play the first 10 levels or 1/5th of the story and really enjoy it, I'm eager to pay in-app to continue the game.
Finally I read "choose your platform" and realized it was saying that not for adding games or any other reason, but to see one of the lists! D'oh!
The code is on GitHub: https://github.com/xojoc/games2d
It's a PWA[1] too, so it can be installed on some OSes. I wrote about the experience here: https://xojoc.pw/blog/experience-pwa
[1]: https://developer.mozilla.org/en-US/docs/Web/Progressive_web...
I miss the simple, fun, free linux games of the 90s/00s. And other apps, for that matter. Somehow nowadays everyone thinks that cobbling together an RSS reader or a Solitaire game should entitle them to a permanent passive income or make them into a millionaire CEO
For a few years now I've wanted something like "No-Bullshit Podcasts" which does the same thing - lists podcasts that are either ad-free or that can be made ad-free via purchase, and that don't require a proprietary player.
for f (*.mp3) { mp3splt -d new -o @f $f 1.00 EOF-1.00 }
mp3splt¹ doesn't re-encode files, and as such is neither lossy or slow.I wouldn't want to try counting how many times I heard a trailer about 13 Minutes to the Moon last year, which I'm picking on specifically because I actually enjoyed it to make the point that the bucket choice can be very subjective.
I also listen to the weekly "SecurityNow", in which out of the 2h there should be at least 10-15mins where Leo reads out his ads. Leo also tries to push SpinRite, but since SR has saved many disks in my lifetime, I gladly listen to that bit (finally we'll have a faster performing version soon-ish).
In all seriousness though. You've described excellent examples of what I was trying to get at: it isn't always obvious where to draw the line; useful promotions, acceptable [to the listener] ads, and the point where it becomes just too much.
I'd say at the point where people would get upset if they were paying money for an explicitly ad-free podcast.
But one that I added didn't make it to the list and I don't know why: Spaceteam https://play.google.com/store/apps/details?id=com.sleepingbe...
It has no ads. The IAP it has seems to fit your definition of acceptable: it's only cosmetic and goes to support the developer.
So my suggestion would be this: include another list of rejected games, which some reason why they didn't meet the criteria for the No-BS list.
I then eventually review the queue and whitelist the games accordingly. Spaceteam should be up in a few minutes, thanks again!
I contributed the iOS version of Seedship: I played it a few weeks ago, and it had no IAP or in-game currency to speak of [0]. I only have an iPhone, so I cannot test the Android version [1]. I strongly suspect that the answer is no given that the two web versions do not have those things [2][3].
This project did give me follow on idea though that others here mentioned and/or alluded to in this this thread: content blockers for the App Store/Play Store. Apple and Google only check for a number of things when reviewing app submissions: malware checks, conformance with local laws, major performance issues, certain security issues etc. What if a user could download content blockers to block apps that they don’t want to see? Apple and Google get to free themselves of having to break ties between content curation and being a censor. Users who want use apps that are vetted by a third-party of their choosing to achieve some purpose would be able to do so e.g. apps for children. I’m not sure exactly what Apple or Google would have to accomplish this, but I think they could some of their organization app policy logic combined with a few other things e.g. forbidding side-loading, or adding additional content-blocker specific app signatures that an app could optionally have. There is a good chance that this would hurt advertising, so there would be the appropriate and proportional pushback. However, I consider that to be an expression of what the market wants.
[0] https://apps.apple.com/us/app/seedship/id1340497640
[1] https://play.google.com/store/apps/details?id=com.johnayliff...
There are three optional, one-time in app purchases, where you can tip me with a cookie, beer or whisky and get a cosmetic card in return.
My retired father could use something familiar (more like the Windows 95 solitaire, minesweeper, and 'mahjong solitaire' tile matching) games that probably still occupy some floorspace in that grey-matter.
I'd also like some games that might help both younger kids and the elderly by exercising memory matching, pattern deduction, and basic math skills. It wasn't clear how to pick such titles out of the list.
So unlockable DLC and removable ads are fine, but endless pay-to-win consumables aren't.
Sorting by number of reviews would be great - it's a better indicator of popularity than the review score
- Every game’s popularity measure is competing against all other games in stores, which definitely includes all the “bullshit” games (and there are probably way more of those).
- One form of “bullshit” is gaming the review system itself, e.g. finding ways to generate thousands of “reviews”.
- It is very difficult to get users to submit reviews.
I find these to be pretty annoying, at least on the Android Play Store. The concept is good: free demo, you pay for the full game. The problem is that it hides the actual price of the game.
Maybe an "actual price" field could be added to the site.
Thank you very much for this!
The flipside is that those games might have awkward controls or performance issues or not be well suited to short play sessions. But it might be interesting to have a column linking to the Steam page for games that were ported in either direction.
The closest thing to ads is a section to see our other apps, but it is hidden (requires reading, to figure out how to get to it, while we expect most of our users are kids that can't read).
Disclaimer: the game is not mine
Sometimes you miss out on hints and whatnot but overall it lets me play the game with my kids without worrying about inappropriate ads.
Tiny Bang
PDTA (please don't touch anything) <- absolutely awesome btw!
Carcassone
Tokaido
Miracle Merchant
Alchemy 2
Supertype
Ordinary puzzles
Auralux, Auralux 2
I love the idea, and will use this to help find games for our family iPad.
EDIT: iOS games have a rating that's quantized 0.5 apart, so all the 5-star games were sorting unstably. Sorting by "-rating, -reviews" seems to have fixed that (and is more useful), thanks.
https://itunes.apple.com/lookup?id=1413085106
However, since that API is very barebones and I'm scraping the page anyway, I'll scrape the rating as well, thank you for the heads up.
How a game studio can make money with a F2P game? Or how can we make money from a free 2 play NoBullshit™ game.
Disclaimer: I'm a game developer, I make a MMO F2P mobile game with IAP and ads.
EDIT: I'm not trying to discuss why a F2P with IAP and ads is not always a Bullshit game, you guess that I'm trying to do things well.
I imagine the lowest-bullshit way to sustain an MMO would be a normal subscription. Though I'm not sure this is the list for you, regardless.
So long as you can pay to get rid of ads and the IAP aren't pay-to-win (Warframe does this pretty well) I'd argue it's not Bullshit.
More, show me one of those that will stay that way in the future, when they get an investor who presses them for more revenue.
In the complete opposite direction we have Kickstarter et al.
Now perhaps the “get filthy rich” business model is only sustainable by freemium addiction (they pay 5x!). At this point it’s more about greed/entitlement than than it is starving artists getting their bone.
Making a game can be an artist job but it also can be a business which is expected to grow, fast and strong as any business.
I found the use of the word "greed" extremely opinionated. Is CEO of Amazon greed ? Greed let suppose that it's accumulating money in a selfish way, which seems to be a pretty bad stuff. I might not understand the nuance as I'm not a native english speaker but I find really strange to link the desire of making money with the "greed" word.
You are maybe right, maybe it's only possible to consider video games as a sustainable business with freemium addiction. I really ask the question
Is it? I didn’t even go full avarice.
There is desire for fair compensation and there is greed. Diluting a product with IAP and Ads is to treat your players like serfs to be squeezed for “LTV”.
Imagine buying a car where increasing the fuel economy for the next n hours required an “in-dashboard-payment”? It’s dilution to make money, aka greed.
I, for one, can't afford free to play games.
I'll echo others: Charge money. Don't hide the actual cost behind a bevy of different and confusing currencies. Ads are attention vampires, and are not consumer friendly despite their innocuous appearances.
I'd also posit that in-game ads will not be sustainable long term. There's already a huge backlash against ads on web pages, I think that games are going to be close behind. Sites like this are only the start of that trend.
> How a game studio can make money with a F2P game?
Ask Epic games how they made money. Or don't ask, they've talked about it extensively. I'm not fond of the side effect of peer pressure against kids to get money, but the model is otherwise fairly sound.
> why a F2P with IAP and ads is not always a Bullshit game
Ads are bullshit. Gambling mechanics hidden as IAP are bullshit. Allowing individuals to spend hundreds and thousands of dollars on a mobile game is bullshit. Avoid those, and you will avoid a lot of the worst blowback.
I’d love to share this with my kids but would prefer a profanity-free site to share...
Good start in any case!
- offline play
- ads
- ads removable by IAP
- no gambling via IAP
- multiplayer
- 2 player online (1v1)
- 2 player online (co op)
- 2 player same device
- asynchronous multiplayer (like modern play by email, e.g. words with friends)
- not a farmville clone (almost all games trying to catch simcity SEO on android are actually farmville clone shitware).
- no paywalls
- no pay to win
- native of html5
- turn based
- real time
- board game
- 2d
- 3d
The problem is it's really hard to find good games in the android store because every search result is littered with child gambling addiction shitware, or the specific detail isn't isn't indexed at all anywhere.
playworthy.io
thanks for this!
Sorting by release time would be nice to see new stuff.
Also you can probably add just about any modern (i.e. non-Hasbro) board game conversion to this list. Almost all of them charge a fee up front and won't have anything more than some DLC for their expansions. Like Ticket to Ride, Carcassonne, Through the Ages, etc.
I'm actually working on a mobile game in my spare time right now, and while I normally like to charge money for them I thought I'd try the IAP route this time, but I wasn't planning on making it anywhere near as obnoxious as most IAP games.
Ads you can pay a few bucks to remove, then a couple of consumables that are optional and you can earn during a game anyway if you're lucky, but can buy more if you want (it's a push your luck game, so luck is part of the design), that's about it.
I'm not looking to make all of the money in the world like these big companies are, just hopefully enough to make some side income and maybe eventually switch to making games full time.
I tried playing a Jeopardy game recently, and it just bombards you with screens of crap constantly. Here's a screen where you can pay to add an item for a round! Use your items to help you answer a question slightly easier! Oh you won! Let's update your win streak! (or Oh no! you lost, you're about to go to 0 on your win streak, but if you pay, you can keep it up, and you'll get a reward if you keep it going enough!), then here's some special event that earns you some random nonsense for getting a question right! here's a level up screen! here's a screen that pesters you about something else (I don't know, I lost track after awhile). Just on and on, and in your face. I can't believe people will spend money for these stupid win streaks and whatnot.
So yeah, I'm hoping mine doesn't come across as obnoxious (obviously it wouldn't qualify for the No-Bullshit list, though). And if it doesn't do well, at least it helped me get back in the swing of making mobile games again (it's been like 6 years).
Good luck with your website, it looks nice! If you can add a few extra filters to it, you might have better discoverability than the Apple App Store, which has been too "Winner-Take-All because we refuse to highlight more than a handful of games or give proper filtering options" for forever.
That's why I called it "No-Bullshit Games" instead of "No-IAP games" :P
> Ads you can pay a few bucks to remove
That's fine by me.
> then a couple of consumables that are optional and you can earn during a game anyway if you're lucky, but can buy more if you want (it's a push your luck game, so luck is part of the design)
That's where I kind of start to consider the game "bullshit", I want to play and enjoy myself, not have constant FOMO of what could be if only I'd spent some more money. That said, it doesn't sound nearly as annoying as some of the crap I've installed.
> yeah, I'm hoping mine doesn't come across as obnoxious (obviously it wouldn't qualify for the No-Bullshit list, though).
Oh, I didn't read this far before starting the reply :P I hope so too, and yeah, it probably wouldn't qualify.
Good luck with the game, I hope it goes well!
> That's where I kind of start to consider the game "bullshit", I want to play and enjoy myself, not have constant FOMO of what could be if only I'd spent some more money. That said, it doesn't sound nearly as annoying as some of the crap I've installed.
I realize that there is an editorial aspect to this, and I think that's a valuable thing. As with any editorial choice, there will always be these interesting questions at the boundary between acceptable and not.
Where do you fall on Fortnite? Fortnite makes raftloads of money, but doesn't require any purchases to win or give advantages in play to purchasers. They make their money primarily from cosmetic add-ons. People who play a lot for free can still claim new skins and such.
I would argue that Fortnite is actually No BS, but I can also see how it's borderline because you could spend virtually unlimited amounts of money in it. But is that the dividing line?
It probably won't be too much of a FOMO thing really. The game is mainly just a "see how far you get" game, kind of like a Flappy Bird or Temple Run type game, but choice based, not dexterity based.
If you choose poorly you can lose pretty quickly, but then you can just start the game over again if you want. But if you're like "wow, this is the furthest I've been, let's go for it this time!" or whatever, and you burned through the items that you earned during the course of the game, well you could just see if you get lucky and get farther, or you can spend money to get a bundle of items help ensure you survive a bit longer.
But the game is designed that if you keep making the right choices you can continue indefinitely (in practice, though, you will almost certainly pick wrong enough times at some point... I've simulated it, and with 100,000+ simulations, it doesn't get further than a certain point, and it's super rare to get that high).
Personally it's not something I ever spend money on in these things, but I'm pretty anti-IAP for my own personal use and have rarely spent money on IAP in general, but I enjoy playing the game just to see how far I can get just with the items I earn during the game, so I'm hoping even some players that are anti-IAP will enjoy the game anyway.
Because ultimately I'm trying to make a fun game, just add some way to make some money while not charging up front for it.
... actually, my assumption will be that you designed the game to require purchasing those items, and I won't even install it :)
It's not only that I have to believe you when you say they're not required, but even if i do, I have to believe you won't sneakily - or not so sneakily - change things in the next update.
It was bad enough when EA bought Popcap and my paid for Plants vs Zombies turned into some bullshit with IAPs.
It's fine that you don't trust that it won't change. That's probably a good thing overall to have that skepticism.
This is my first real experiment with designing a free game that isn't just a free flash game with zero monetization that I just put out there and let millions of people play without getting any income for it (what I used to do 15+ years ago...basically just gave a lot of free money to flash game websites that did have ads).
I've worked on a F2P game before at a video game company and it did all those terrible tricks and I didn't feel to happy working on it, was always hoping we'd get a new client for more interesting and fun games, but it never ended up happening before they had to do major layoffs.
I'm not claiming I won't ever do something that you personally won't like, this is mainly just what I'm thinking now. But I'm hoping that being less obnoxious will earn me some more good will than trying to squeeze every last dime out of players like big companies do. I'm just one guy making games outside of my day job, here.
DLC that adds actual content is fine. They used to be called "expansions" :)