Why iPhone apps are so cheap.
streamingcolour.com
streamingcolour.com
And the popular 'app vs subway token' kinds of comparisons are ultimately unfair.
You don't pay $2 to ride the subway. You pay $2 to get somewhere; because the destination is worth it and you know you'll get there.
If you had no idea where the subway stopped and whether it would get anywhere close to where you were going, let alone in a timely manner, how eager would you be to step through the turnstile for $2?
Similarly, if you didn't know anyone who had successfully gotten where they were going via the subway, or if the last few times you rode the subway you had terrible experiences, how eager would you be to step through the turnstile for $2?
I can't speak for everybody, but I can see where my reluctance to buy XBox games online comes from. (I don't have an iPhone but it would be the same way for me there.) My brain circuits for game buying were initialized when I was a kid, when $10 dollars was a lot, not because of inflation but because it was all the discretionary income I had for several months. (Think 10 or 12 here.) I've gotten over this, because I have noticed the irrationality of dropping $20 for a movie in the store on a whim on some item but choking on a $5 game that will last ten times longer, but it took me a while. Now, while I don't think of myself as rich and actually don't *want" to think of myself as rich lest I become too loose with the money, the truth is that the occasional $10 or $20 purchase isn't going to meaningfully change my financial position. It has taken my brain a bit to notice that. It doesn't help that I've spent several years of my adult life where $20 did matter.
Brains are funny things.
Your theory is obviously sound, but many times the "more expensive" (on a dollar per unit basis) item is even more valuable (on a hedon* per dollar basis)
* - hedon: made up unit of enjoyment
It could be the same illusion that $99 seems so much cheaper than $100.
( My biggest vice is wasting time picking the best "value for money" product, while I would be much better off if I work a few more hours, and then buy the best reviewed product in the most expensive class. )
Most people are absurdly irrational when it comes to money. Luckily, people are predictably irrational. So the sane solution is to avoid the whole iPhone marketplace.
A great product can still fail when people realize they should be willing to pay for it, and yet can't bring themselves to pull the trigger. Some markets just are like that.
If there was a decent chance your $2 bought a rotten tomato thrown in your face, you'd be hesitant to pay as well.
So now even developers who do take the time to develop polished apps will still need to take into account the expectations of users for their app's pricing.
I'm not impressed by your site, either, because it does practically nothing to sell me.
Your giant header graphic says nothing at all about the game.
The actual name of the product is hard to read and in a poor location (not to mention, unremarkable).
The headline "Streaming Color Studios Presents" is useless, because I neither know who you are, nor do I care.
The screenshot is cuteish, but not compelling enough on its own. The app honestly looks too busy, and busy in a chaotic way, not in an awesome multilayered way like Stone Loops of Jurassica.
"Now on the App Store!" may be impressive to you, but it's not to anyone else.
Your call to action is practically hidden because it's light grey on a light grey cloud, and the smallest thing there. The whole banner isn't clickable, which is, if you ask me, insane.
On your main page, on my 30" monitor, WHAT Dapple is isn't even above the fold. And I keep my browser size about 85% of the vertical height of my Cinema Display.
And on and on. I could go on forever. And I regularly pay more than $1.99 for my iPhone kicks.
Your article's overall premise is pretty silly, given that the very existence of the iPhone proves that cost is only a differentiator in a market full of mediocrity.
Your game is admittedly "another color matcher."
Its design doesn't jump out.
Your site does little to sell it.
I haven't heard of it by any other means (and all my friends, like me, are deeply into puzzle/matching games).
Maybe that's why you can't sell your game. It's easy to blame price, but feh. Price is a symptom in your case. I see you wrote how you had a temporary spike after you dropped your price. That doesn't mean that price is the main reason your app isn't selling, just that at a lower price, those other problems are slightly compensated for.
It seems like your only source of sales, to me, is people browsing the App Store itself. Well, that's just not going to cut it, for anyone except a few statistical outliers.
Yes, it takes a lot of exposure or a lot of prepping to convince to buy something over 99 cents, that's true.
But if you do that exposure and prepping, and be a Purple Cow, you can easily charge more.
Do yourself a favor and spend less time writing articles about iPhone app prices, and study the art of making sales.
His game, like most iPhone games, provides low utility. It would at best be a 2-minute distraction while I wait for the bus. In other words, it provides a minimal utility that I can live without. This drastically lowers what I'm willing to pay.
There are lots of people out there with 'loose wallets' - you just have to reach the right ones and convince them.
But as it is that is not what most iPhone games are. Most iPhone games are time wasters so you're not interminably bored at the metro station - that to me is not a high-utility use case.
You must be shocked daily at what other people choose to spend their money on.
I make a living off this very fact, because nobody else in my field has the balls to presume that people would spend money on their stuff. (And I can shout about it all I want on HN and know that nobody will ever use my "secrets," because they'll never believe it.)