★ TouchArcade needs your help. Click here to support us on Patreon.

Floris - Nights $0.99 sale continued

05-10-2013, 10:42 AM
#1
Joined: Mar 2013
Location: Richmond VA
Posts: 112
Floris - FREE until 5/15






Last edited by grillaface; 05-14-2013 at 08:19 AM.
05-10-2013, 01:05 PM
#2
Joined: Apr 2012
Location: Lancashire, England
Posts: 311
I think that you are going to alienate a load of people who bought this game a couple of weeks ago.

I understand that you are trying to establish the game but changing the price every few days is not the way to go, IMHO.

The game looks fun, but, I have so many paid-for games I have not played yet (2 folders!) and so I have not got around to buying.

Your earlier post about the last chance at $1.99 before it goes up to $3.99 was followed by a $.99 sale.

The TA community try to support indie devs where we can but when you change the price after implying sales were over, you risk losing that support.

I will probably pick this up, but suggest you decide a price point and stick with it.

Sorry....rant over

05-11-2013, 12:55 PM
#3
Joined: Mar 2013
Location: Richmond VA
Posts: 112
Quote:
Originally Posted by Phoenix24 View Post
I think that you are going to alienate a load of people who bought this game a couple of weeks ago.

I understand that you are trying to establish the game but changing the price every few days is not the way to go, IMHO.

The game looks fun, but, I have so many paid-for games I have not played yet (2 folders!) and so I have not got around to buying.

Your earlier post about the last chance at $1.99 before it goes up to $3.99 was followed by a $.99 sale.

The TA community try to support indie devs where we can but when you change the price after implying sales were over, you risk losing that support.

I will probably pick this up, but suggest you decide a price point and stick with it.

Sorry....rant over
I hear ya Phoenix. The game isn't selling though, and it's hard to know if people are making that purchase decision (or not) based on the price point.

I personally am in the category of consumer that doesn't discern between a $0.99 app and a $2.99 one..

But you're right - I said I was going to hold the price, and I didn't, and I'm sorry if that upset anyone. Don't really know how to correct that.

I'd make it free if I could but since there are no ads or IAP there would be zero opportunity for any monetization..

I just want people to play the game - I want to make enough money so that I can make another game and actually work on this full time.

99c is seriously a "give it away" price. And only making 70c a day with this is heartbreaking.

But I've more work to do before I can be upset that no one cares about Floris...

Anyway I appreciate your thoughts.

Here's that new Donnie Darko themed trailer:


Last edited by grillaface; 05-11-2013 at 01:08 PM.
05-11-2013, 01:16 PM
#4
Joined: Jun 2009
Posts: 5,767
I am sure that you have looked in the developer's forum here at TA? There are lots of stories there. I have been involved with the iOS scene (buying, not a devl) since 2009? or there abouts... as with many things, why a few apps succeed, and most fail is not easy to put one's finger on. If there was a guaranteed mode of success, everyone would do it right?

Assuming you have a polished app - people need to find it "addictive" (whatever the heck that means), developer needs to continue to support it, and make it better, and probably the most important thing - it needs to be featured by Apple, and the "big sites" (IGN, CNET, MacWorld, etc.) need to continue to mention / feature / score your app well.

The smaller devs that I have watched that seem to do well have continued to push out new products on a fairly regular basis so they have a lot of inventory that can all make some money. Putting you eggs in one basket (app) is probably not going to work. There are still going to be people that come out with something that for whatever reason "goes viral", but why that happens? If you hang around these forums, you will see lots and lots and lots of quality games / apps that generate positive comments, people think are really good, sell a couple dozen copies a day for the first few days, and then peter off. People move on to next weeks offerings, and no one cares / remembers about last weeks fun app - most apps just don't have staying power, or addictiveness, or whatever. Most people that say an app is addictive seem to mean it captured their attention for more than 20 - 30 seconds, and they actually played the game for 10 -15 minutes, or even an hour or 2... but how many people play that game the next day, and the next, and the next.... From my own personal experience (I literally own thousands of apps...) I have a couple dozen that I go back to, and a number of them are famous old standbys... solitaire, sudoku, some dual sticks, pinball... you get the idea.

I wish you good success. I truly applaud the creativity, the hard work, and dedication that people such as yourself have. Most of the world does not have that. But for every Bill Gates, or Steve Jobs, or Michael Dell, or Angry Birds, Doodle Jump, etc.. there are thousands upon thousands that either eke out, or fold. Some obviously do OK, and don't make a killing, but do well. Sorry for the long rant - I am sure you know all this, I am just in a writing mood today...

GameCenter ID : oldestgamer
05-11-2013, 02:47 PM
#5
Joined: Mar 2013
Location: Richmond VA
Posts: 112
Quote:
Originally Posted by pluto6 View Post
I wish you good success. I truly applaud the creativity, the hard work, and dedication that people such as yourself have.
Thank you Pluto6 you sound like someone you really gets it and you made some great points.

I feel stuck in a paradox of sorts... I'm tempted to make the app free even just for a few days to give people a reason to try it - but like stated above that could end up alienating previous purchasers and I get nothing for it...

So what can I do?

It's a strange market, and as much as people publically cry against it I'm starting to believe that Freemium (I hate even typing that) is the model with the best chance of success.
05-11-2013, 04:06 PM
#6
Joined: Oct 2012
Location: AL
Posts: 4,361
I'm not sure what I have to do with this sale

...

Seriously though, heres my formula that I think seems to work moderately well. The first thing to finis finish the game. Yes. This time right now shouldn't be about selling but rather tweaking and tuning since you skipped doing a proper QA/QC and finishing the game so its complete. Who's going to buy something to sit and wait for the game to be done? Features like GameCenter need to be in place and so on. Trying to sell something incomplete isn't going to work. Once the game is done, that's when you do a free promotion for a couple days ( maybe wed and thurs so it can go back up for the weekend) to get the game up in the charts. Once in the charts the deal ends and it switches back to the paid chart and that's when it either takes off or doesn't. Wash and repeat once every two months with a drop from $1.99 to $0.99... But free deals should be mega rare. Pricing above 1.99 for a puzzle game isn't going to work in a genre so flooded with great $0.99 apps.

Anyway you can do whatever you want but all this price shifting when the game needs to be finalized is kind of off putting.
05-11-2013, 04:16 PM
#7
Joined: Mar 2013
Location: Richmond VA
Posts: 112
You're right @nightc1 - that is what I need to accept.

That in present state the game is not finished and thus not sellable thus I must continue to build in the additional features it needs.

I think if you can see around the rough edges, there's a lot of game to really like. But likewise I can't be upset that it isn't receiving exposure.

Thanks again as always for your objective / upfront opinions.

There needs to be an indie developer support group
05-11-2013, 04:35 PM
#8
Joined: Jun 2009
Posts: 5,767
Maybe you have not seen this forum here on TA??

http://forums.toucharcade.com/forumdisplay.php?f=17

One of the groups in there is a private developer discussion area. I have no idea what gets discussed - I am not part of it - but you could apply and see. Also, the public developer forum is available, and there are a lot of discussions as well..
There is definitely a learning curve to all this. But, I read through the public area (as do a lot of the more interested TA members) and there is frequently a lot of good advice. Some of it harsh reality, but that is OK - because truth is truth...

There are also a number of developers out there that you can read their reports of the game development, problems they encountered with coding, Apple, publishing, promotions, sales, etc... I am not sure where, but google is your friend, or you can ask in the developer area, and probably get some good responses.

I have not tried your game, but if what NightC1 is correct - that it is not finished, and promises are being made of "future" things - you have to have some big cajones to pull that one off... you can do that if you are Rovio, or Chillingo, or EA - but - they DON'T!!! An unfinished game, is an unfinished game... Imagine a contractor asking for final payment, and he promises he'll put the roof on next week.... yeah, right.... It's not professional... Lots of devs do it though, some get away with it, many more people "mark" and don't ever buy their products again. Most people don't complain about it though - you are actually fortunate when you get constructive criticism - because otherwise you are left with wondering why people aren't playing your game- you have no idea, except no one does...

Good luck, my friend. It's probably a bit like Sisyphus. However, generally persistence and continued hard work are a recipe if not for success, at least for knowing a job well done. Taking the easy road sometimes works, but more often does not. (sorry I'm an old guy with kids - you can tell I preach at them a lot)

GameCenter ID : oldestgamer
05-11-2013, 04:46 PM
#9
Joined: Mar 2013
Location: Richmond VA
Posts: 112
Thanks Pluto6 I'm sending you a promo code so you can try it and as thanks for your advice.

It is admittedly unfinished because it needs:

GameCenter
Achievements
Tutorial
Localization
Better UI
Alternate controls
ColorBlind Support
Polish
IAP
Ads

But STILL - and you'll of course judge for yourself - but it's a better core game than a large majority of the crApps out there.

I'll go back to $1.99 in a few days, actually maybe $99 would be a better price until the above is implemented. In the off chance that even one person bought it it'd be more profitable than it has all month!!
05-11-2013, 07:23 PM
#10
Joined: Oct 2012
Location: AL
Posts: 4,361
I think your joking, but te mention of IAP and ads is typically how devs burn all relation with core gamers. Those are the folks that spread the word about games.

I think this is soooo close to being a complete product. The core game is good. When its complete it'll be easy for me to help spread the word.