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

Help My First Game, Lite version?

09-22-2009, 11:47 PM
#1
Joined: Sep 2009
Posts: 215
Help My First Game, Lite version?

I really need some help from you guys!

My game SkyDodge has been released for 3 days, and the sales is very bad (compare to my other non-game app)! I think one of the reason is that it started at the 2nd page (see this thread for detail).

Anyway, I had added some new features to the game and submitted for approval... I hope this time it will not start at the 2nd page again....

Now, I would like to know if Lite version can boost the sales of Paid version of my game? My game is a simple casual game, so I afraid if people played the Lite version, they will not paid for full version, because they can just restart the game for fun again...

Any developer here create a Lite version for a simple game? Will it help the sales?

Thanks a lot!

Mars

My iPhone Games: Jewel Frenzy | FLICK THE FISH
09-23-2009, 05:49 AM
#2
Joined: May 2009
Location: Japan
Posts: 173
I think a lite version will help. Just throw in some limitations. Like a 60 second max game or something like that. Even casual gamers generally want to play longer than that, but it is enough for people to feel the game out.

09-23-2009, 06:43 AM
#3
Joined: Apr 2009
Location: Pennsylvania
Posts: 1,006
Quote:
Originally Posted by jonlink View Post
I think a lite version will help. Just throw in some limitations. Like a 60 second max game or something like that. Even casual gamers generally want to play longer than that, but it is enough for people to feel the game out.
Giving away too much is risky, but if the lite version is annoying or too short, you increase the chance that users will simply delete it in disgust and not keep it around. When a lite game is compelling and users keep it on their idecide, it offers two advantages: 1) increases chance of interest spreading by word of mouth, i.e. if someone else is shown that game. 2) gives you 2nd and 3rd chances to upsell, via updates to the lite version.

You can get a good sense of how many people are keeping the lite version around by paying attention to the upgrade metrics shown when you view your daily/monthly stats.

While a lite version is rarely a magic bullet anymore, you don't have much to lose by making a lite version if the full version is doing poorly. And you can easily pull it from the app store if you change your mind.
09-23-2009, 12:57 PM
#4
Quote:
Originally Posted by MarsApp View Post
I really need some help from you guys!

My game SkyDodge has been released for 3 days, and the sales is very bad (compare to my other non-game app)! I think one of the reason is that it started at the 2nd page (see this thread for detail).

Anyway, I had added some new features to the game and submitted for approval... I hope this time it will not start at the 2nd page again....

Now, I would like to know if Lite version can boost the sales of Paid version of my game? My game is a simple casual game, so I afraid if people played the Lite version, they will not paid for full version, because they can just restart the game for fun again...

Any developer here create a Lite version for a simple game? Will it help the sales?

Thanks a lot!

Mars

How many sales have you gotten so far?

We Are Pocket Monkey Games
Website | Twitter | Facebook

•Our Games on the AppStore•
09-23-2009, 02:08 PM
#5
Joined: Aug 2009
Location: UK
Posts: 1,096
im not a dev, but as a buyer id say yes, it would. i saw the app on TA but wasnt sure about it, so a lite may give you another sale . You might want to put if you are going to update the game in the app description.As someone else mentioned, dont make the lite too short, just long enough.

Plus+ id: Fudgeboy
Quote:
Originally Posted by Kamazar View Post
I find DG incredibly sexy, just sayin'.
Quote:
Originally Posted by Slapshot View Post
You scare me, you honestly scare me
09-23-2009, 02:39 PM
#6
Joined: Apr 2009
Location: San Francisco, CA
Posts: 1,680
Send a message via AIM to dogmeat
Find someone to review your game, that could boost sales as well if the review is favorable.

Artist | Designer
@PixelDogmeat
09-23-2009, 03:07 PM
#7
Joined: Jan 2009
Location: App Tech Studios, USA
Posts: 1,363
Stick Escape lite is 51st Top Free Action game in the US right now, it has boosted the full version's sales. I would go for it, it doesn't take much time to make a lite, so why not?
09-23-2009, 05:30 PM
#8
I'm waiting for my lite version to be approved. It was a balance of giving enough content, but not too much. I'm trying to go for a "leave them wanting more" approach. If/when it gets released, I'll share my data.
09-23-2009, 07:21 PM
#9
I hate to be the harbinger of doom, but even if youve got a half decent game youll wont neccasarily get half decent sales. especially after 3 days.
its only going to get more crowded as time goes on, because the world and his mum has started making iphone games.

most devs im sure think.. wow.. the ishoot bloke made half a million.
and wow.. pocket gods popular and its not even a game..
their advantage was that when they started.. users were crying out for apps..
gone are the days when you can release 1 app and live off that for a year.
unless you have a game that gets reviewed everywhere and starts a word of mouth.

i seriously thought itunes connect was broken a few days after my app came out.. because i couldnt get sales figures for some days... little did i know that if you have no sales, you get no summary for that day.

ive been in the games industry for 12 years and my 2nd, 3rd 4th and 5th game.. that i worked on for a total of 6 years were canned.. i got jaded and bitter years ago..but at least i got paid for those 6 years.. the fact ive only sold 25 units in a month with my game has only made me realise that my day job.. animating is what i should really be focussing on. im visually creative not so good at marketing / PR.. and you really need that these days if you want a succesful iphone game.

hope ive not bummed you out.. put out a lite version.. it cant hurt sales if your not selling any right?
09-23-2009, 08:09 PM
#10
Joined: Sep 2009
Posts: 215
Okay, I will put a lite version out... hope it can boost my full version a little bit... I only want to pay myself and my designer's working hour

My iPhone Games: Jewel Frenzy | FLICK THE FISH