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In-app purchase, player point of view, yes or no?

11-01-2013, 05:56 PM
#11
Quote:
Originally Posted by squashy View Post
No double currency.

No timers.

No consumables.

Yes unlock full game.

Yes bonus content.

Yes skin pack.

Errrr, maybe remove ads.
The problem is that these items do not generate enough revenue to make a free to play game sustainable. This usually leads to the addition of in-app consumables. I don't like it but its just the nature of the beast currently.

Assistant Producer at Threadbare Games.
Here is a link to our first game Shifts
11-14-2013, 02:38 AM
#12
Thanks for all the answers. Really interesting!!

Especially the feedback about Vungle.

For us we are considering to removing the in-app purchase of our last puzzle game and move back to the classic pay per download with free demo version.

Seems in-app may match for some game, less for some other. Or we need to improve feature to our game also.

Was wondering also, about the time in which the player is being suggest an in-app purchase. What is too early? What is too late?