Now I realize most desktop players must have downloaded the game without creating any account :[
So I guess you'll have to pay for it.
The minimum price is now 4.99$ but you can still choose to pay more.
That's another interesting system but I fear players would drop the game because of the next batch cost even if they enjoy the game.
But this has to be tested!
This free demo/full game via IAP is "just" a first iteration.
I want to try different things along the way and see how players react to it.
It could be the next iteration:
- free demo
- 100 matches for 0.5$, 300 for 1$, ...
- unlimited matches for 2.5$
Botique wrote:p.s. for extra 5$ will you send me regulary NullPointer AI setup... he does not need to know
Ritter Runkel wrote:
Or pier can check in the Stats where the threshold is to get hooked. What is the median matchcount of people not playing any more?
pier4r wrote:The point is that there are literally tons of polished games but with no challenge whatsoever. I mean gladiabots is way more challenging (thanks to human minds) and therefore way more engaging. So I think it can ask for more cash.
pier4r wrote:For example taking "make more!" an idle game (there are a ton), polished but with NO TUTORIAL WHATSOEVER and with very dismal game mechanics (in practice, one has to produce units that takes more and more time. Weeks).
Now to speed up your production, they say "ehy, you can buy virtual money and build faster"
75 EUR for something that has no sense.
pier4r wrote:Therefore offering something similar on core factors of the game that nevertheless do not affects balance (like "buy multiplayer tokens to play" as we discussed, but I would give away "unlimited games" only for an high price, like 50 EUR or more), should not be a problem.
pier4r wrote:Now that I think about you can just create more XP levels, after some they are just cosmetics (like XP levels 1-1000 but only the first 6 are unlocking real stuff. With the last level reachable with literal tons of XP) and people can pay for buying XP faster.
pier4r wrote:Of course those are just ideas, but I believe a game like yours deserve something like EUR 75+k /year (since you are in France, where healtcare and education should be supported by the state. Otherwise it would be 150k+) and as written I see this only with fairly continuous purchases.
sethcohn wrote:If you haven't considered it yet, I strongly suggest Amazon's Underground. They pay _per_ minute your apps is used. So instead of $2.50 for a user one time, you get like paid per minute so long as they use the app. (It's like $0.002 a minute, so 2 cents for 10 minutes, or 12 cents an hour, $1.20 for 10 hours, meaning you'd get ~$2.50 for some one playing the game in just 21 hours.... and then continue to get paid beyond that.
pier4r wrote:Ok those were just ideas and yes I put some 50 euro per year in a game, some games have often those players.
pier4r wrote:Mostly, anyway, those huge purchases are there as a bait. "Look I will never pay 50 euro, but I buy the reasonable 2 euro that is way enough and it is only 2 euro!".
pier4r wrote:Hmm, a possible cutoff could be the XP level of the mg or sniper. You just unlocked the MG/sniper, you had to play a bit, but now either you pay or not.
A concept that could help in this case is the sunk cost, or in other words "I'm so deep in it, that I won't stop".
evilgeenius wrote:I think you should give all the practice levels away for free . They are boring and not a good part of the game, so why not?
evilgeenius wrote:If 10 games is a lifetime limit and not per day then this worries me because 10 games doesn't seem anywhere close enough to really get addicted to it (like I am) and we need loads of people playing.
GFX47 wrote:This is exactly why it has less commercial potential than the usual casual game.
GFX47 wrote:Unfortunately, sense, depth or purpose is not relevant anymore. Especially on mobile.
It's much more a question of accessibility, addiction and various mind fuckery XD
GFX47 wrote:50€ seems really high for mobile.
Would anyone here honestly put so much money on a mobile game?
pier4r wrote:hihi, but gladiabots deserves it!
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