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Old 10-19-2008, 04:28 PM   #6 (permalink)
Inkstar
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iPhone Dev SDK Supporter
 
Join Date: Oct 2008
Posts: 50
Default

Here is my suggestion:

Play your own games, find the sweet spot.
A whole level just might be to much for free.

Make sure that the users have a limit!
i.e Time limit or 10 run times before they have to buy it.

This way you make sure that the users that are downloading the software
will ALL run out of tries and therefore HAVE to buy the real thing or simply
not have it functional at all after the "trial".

Its and old method that has worked countless times.

Brynjar
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