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10-10-2008, 05:05 AM
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#1 (permalink)
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Registered Member
iPhone Dev SDK Supporter
Join Date: Jun 2008
Location: United Kingdom
Age: 36
Posts: 151
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Free Version Knock-On Effect
I'm curious to know what knock-on effect, conversion rate if you like, developers are seeing when they have a free version of their full version. I had a free version of Hiqup (Hiqup Lite) hit the store on Tuesday and since then I've seen over 10,000 downloads of that, around 3,500 per day, but I haven't actually seen any increase in sales of the full version. I'm still getting only around 15-20 per day.
What kind of conversion rate have others been seeing and was there a fairly long time span before they started coming through?
I'm really trying to work out whether it's time to realise that people just don't want to buy Hiqup or whether I should give it more time to trickle down from the free version. Obviously there comes a point where working on Hiqup further doesn't make sense, if people don't want it, and that maybe it's time to put all my efforts into something new.
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Hiqup - Puzzler/logic game now available on the app store. Or try the free version, Hiqup Lite!
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10-15-2008, 11:14 AM
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#2 (permalink)
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Registered Member
Join Date: Oct 2008
Posts: 79
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I released a lite version of my question game Trivia Challenge and I did not see any increase in sales which I just assumed they did not enjoy the game. I even reached a position in the Top 50 downloads.
I am currently debating where to release a lite version of my Voice Changer so I would be interested in knowing everyone else's experiences with releasing a free version.
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10-15-2008, 12:22 PM
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#3 (permalink)
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Head-Chef@Software-Diner
Join Date: Aug 2008
Location: Germany
Age: 36
Posts: 52
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My buddy Andreas also released a free version of his game, with identical results as yours. Sales did not increase - at least not so much that you could see the effect. The free version itself went very well as yours' did as well.
So, my bottom line is: The free Versions are enough for the casual players. They just don't need more than one or two levels which they can play over and over again as they wait 5 minutes for the bus or something else.
Also, judging from the comments not only in the app store but also for free(!!) videos in iTunes people are never satisfied and most people want everything for free - with sugar on top! I can't help but get the impression that most people think all apps are done by Apple and since they all paid for the iPod/iPhone they think they should get everything else for free. Let's make a product out of it - like, call it "Comes with Music, Games, all Apps you ever want and more..." and sell with every iPod and every Dev get's a 1% share or something:-)
Ok, before I get on with this song you all now by heart allready ;o) : My decision is I will never release another free version as a demo. Instead I will release my software free for the first week or something or make a little promotion based on sales but that's it.
Last edited by Software-Diner.de; 10-15-2008 at 12:24 PM.
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10-15-2008, 12:34 PM
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#4 (permalink)
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New Member
Join Date: Aug 2008
Posts: 394
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Hmmm, interesting. My game has 12 levels and I was going to release two as a lite version but now I'm not sure. I guess if the game is strong enough people will buy it anyways, screen shots and a few movies of it in action should be enough for people to make a decision.
My goal is to make it free and release the source once I reach my $$ goal anyways.
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10-15-2008, 12:45 PM
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#5 (permalink)
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Head-Chef@Software-Diner
Join Date: Aug 2008
Location: Germany
Age: 36
Posts: 52
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Detz, we also have Videos of our apps on our site and even say so in the iTunes-Description...so...all I can say: don't think people will a) read the description for more than one sentence and b) come to your website and watch the movie!  )
Ok, that's a bit unfair...some people came over to see the movies and some even read the manual of TouchScan!!! But all in all I'd estimate there were only about 10% reading and coming over to the website.
Anyway, it won't hurt to release some screenshots and videos! But you should definetly rethink your strategy with the free version...you will release about 17% of your game for free...almost 1/5th...pretty much for a teaser!
Think about a start-promotion with "Free for the first 1000 downloads" or something...I'd say that's a better way to go.
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10-19-2008, 04:28 PM
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#6 (permalink)
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Producer
iPhone Dev SDK Supporter
Join Date: Oct 2008
Posts: 50
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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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10-20-2008, 01:48 AM
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#7 (permalink)
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Registered Member
iPhone Dev SDK Supporter
Join Date: Jun 2008
Location: United Kingdom
Age: 36
Posts: 151
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Quote:
Originally Posted by Inkstar
Make sure that the users have a limit!
i.e Time limit or 10 run times before they have to buy it.
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Apple don't allow you to do this - any lite/free version has to be fully functioning with no limit on the number of times it can be run or the amount of time before it expires. Your app would simply be rejected.
Otherwise, that's what most of us would be doing
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Hiqup - Puzzler/logic game now available on the app store. Or try the free version, Hiqup Lite!
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