Freemium Regret on the App Store
noisytyping.com
noisytyping.com
And I think you are right, you are being nice. It's strange that you don't want to use standard monetization techniques, yet you complain when you don't make any money. It's sort of like the "nice guy" who gives everything to the hot chick in class, and then when he asks her out, he's shocked when she declines, saying that she wants to be friends.
There has to be a give-and-take between producer and consumer, and the best producers know how to balance that properly.
If you give your users a good experience, then they should pay to support your development costs. Saying you don't like pop-ups or you don't like ads is frankly nonsensical for someone who is trying to make money. There are ways to do both tastefully, and at this point, people realize that in-game ads are a necessity of life for a free product.
The other thing is, if you lower it at all at this point you're going to get at least a few whines in the comments.
Another approach would be to come up with a different kind of level and sell those in a pack.
That should help a little with the 1-star gang.
I don't think this was a strategy error. 100 free levels is not too much when each level only takes 10 seconds.
This particular class of design problem mostly affects games, so it can be kind of strange if you're used to developing software. A good way to think of it is by looking at a program like a ringtone creator or icon editor: Very often, you grab a ringtone creator or icon editor just to create one or two ringtones or one or two icons. After that, you literally never want to use it again (or at best, maybe you want to use it again 6 months later). The group of people who use an app like that every day is vanishingly small. So, if you build one of those apps and you give away a fully-featured version, most downloads will never convert into purchases.
Additionally, I wouldn't offer the bundle packs but instead sell everything individually. I read a great article a few weeks ago on making in app purchase work for games. (I write productivity apps.) One of the things they said was have lots of ways for people to spend money. Only a small percentage of people spend so you need them to spend a lot. The comment was that the best performing games are generating upwards of $50/spending user, all via in app purchase, all from like 1-2% of the download base.
Wait. Are you really doing that badly?
If they've made $124 I'd wager they're doing worse than their business plan calls for, because that's about 17 hours of work at federal minimum wage.I meant there are multiple variables here and they are focused on conversion rate. I'm not certain they are doing that badly there. If they had a million downloads instead of 6000, the story would be different given the same conversion rates. 6000 downloads is nothing.
I'm not sure about offering individual packs. That bundle is the largest-selling SKU right now. Consider that warning message that the IAP system pops up ('you are about to spend $2.99') everytime one makes an IAP purchase. With a single $3 purchase, we only have to risk the user making it past one such warning. With individual packs, it'll be one warning per pack; I think there will be a significant fall-off on the second and subsequent warnings. That's just intuition of course.
I believe 'CSR Racing' is one of the current how-to-monetize favourites. We just don't have the story and content to be in that league, sadly.
Edit: I would also add that this is not unique to a platform like iOS. Riot, the company who makes League of Legends, makes lots of money primarily selling skins for heroes you can play in the game.
In this version, users get only one hint per level because we didn't want to spoil the game. But this of course hurts the sales of the hint packs as we've just found out. So we're moving to allow multiple hints starting from the next version.
It might be hard to come up with that sort of feature for your game as it doesn't feature tiny people running around and is rather abstract.
I guess hints are slightly less core than levels, but not by much, IMO.
Any ideas for a slightly different kind of level/game play? You could sell that as a pack.
I don't know about hints being a core feature though. Flow Free includes as many as 600 free levels but only 3 free hints. It could be that they are monetizing poorly on level packs, relative to downloads, and hoping to catch up with hints.
I just tried a free promotion in one of my apps, and sadly didn't take enough advantage of it. I just added ads, and didn't worry about adding an IAP to get rid of them as I was planning on going right back to paid (only showing ads to free users). Sadly I got quite few bad reviews for the ads being "too intrusive" (only 2 ads in the whole app, 1 popup and 1 interstitial, i think they were just too close together in the workflow). I think if I had the IAP there would have been less excuse to give a bad review. Don't like ads, then you should give me money.
That being said, I made more money both yesterday and today each than I did in the last month of it being paid. It's also showing up significantly higher in the rankings after 11k downloads instead of a couple paid downloads.
Even 30 is too much, 15 max.
It only takes about 10 seconds to complete a level so when you take that into account 100 levels seems alright. Also, if we're talking about a mobile game with hundreds of levels then it's not tough to infer that the levels must go by quickly with the challenge increasing slowly and it also tells me that it's likely that this is one of those games that is hoping to retain users by being highly addictive. Now I know all games want to be addictive but there's a difference between puzzle solving type games (or so,etching like Kitten Jump even) and say a car racing game. They're addictive on different levels in different ways. This is all stuff that can be inferred by reading the post and much of it proven by playing the game.
So considering this I think it's really unfair to say no thought went into the strategy. After reading the post I think it's clear they thought quite a bit about the strategy. A lack of thought isn't the problem here. The problem was making the wrong assumptions based on their research. This could have happened to anyone and I don't think you're giving the developers enough credit. I think anyone who is able to code a game for an app store is certainly smart enough to think through a half decent monetization strategy.
In the end it's just a live-and-learn experience. They thought they'd get X in-app purchases because of Y but didn't. Their assumptions were wrong and I can't fault them. The mobile space is in its infancy (i heard it called a zygot here the other day even) and yeah, there's some published data to help app developers make informed decisions about monetization but in the end, when you step out of the tech bubble/echo chamber, it's really not a lot to go on and a lot of it is exactly what this article was; a breakdown of personal experience. The developer took a good shot, failed, and now we have some more information that'll hopefully help someone else make a decision as to their monetization strategy. The more information like this that gets out there from a wide variety of app "types" the better it'll be for others going down the same path later.
We're indeed just treating this as a useful experiment. Games are just hard to compete in. We're not committed yet to staying in games, and hopefully the design/monetization/marketing lessons will give us a significant edge in smaller niches where the competition seems much less savvy, at least for now.
If you still think giving away 100 levels made any logical sense, then I won't waste time trying to help you out with clear cut advice based on 3 years of app store experience.
Perhaps I'm not a loyal gamer or a super-fan of any game. But I do buy games, probably 1 or 2 per month. With 100 free levels it's most likely that people like myself would never even get to the stage where purchasing this game was necessary - even if I loved it. And if there was no reminder, I may not even really think about it.
It's wonderful to be a nice company and to give away something really fun for people to play. But, there's no need to be so nice that you can't stay in business. Especially with games at $0.99 or whatever, it really is not asking much for people to pay a little to help support the game that they enjoy.