Originally Posted by DungeonPlunder
I sure do. It's ripping off the players to release with a price when the app is intended to be freemium or adjusting a paid app to be freemium post-release. No question about it
There's also a whole world of difference between having temporary sales or setting a lower price/having it free without changing the game a long time after release when the game sales are dead and what you're proposing. Don't take my words for it - have a look on threads when that kind of crap is done and see how players are thrilled about it.
It's up to you though. Sure it's a shrewd short term money move if that's what you want to hear. On the other hand if your app is any good it'll get picked up by review sites, Apple may feature it in new and noteworthy and players will share their experience with their peers without having to resort to that. And you'll end up doing great with a clean slate for your next game's release.
A well thought out response. I completely understand where you're coming from.
The problem is there is an enormous risk of simply releasing your freemium game and hoping. There are games that are exceptionally well built and designed, good games that never go anywhere. They get a few thousand downloads in the first week and then stagnate. We've seen it over and over. If you don't have the marketing budget its very difficult to have that break out success. There are the stories of games simply being submitted and going viral, sure, but they are the exception, not the rule.
So you're left with two options, coming off in a negative light but with a significantly higher probability of success or, most likely, no one knowing you or your games exist.
Its not as easy as you make it seem when you're competing with enormous companies and 6 figure marketing budgets.