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	<title>Comments on: Illusion Labs&#039; &#039;Sway&#039; Swings into App Store</title>
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	<link>http://toucharcade.com/2009/02/25/illusion-labs-sway-swings-into-app-store/</link>
	<description>... keeping in touch with the latest in iPhone gaming</description>
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		<title>By: Anders</title>
		<link>http://toucharcade.com/2009/02/25/illusion-labs-sway-swings-into-app-store/#comment-13883</link>
		<dc:creator>Anders</dc:creator>
		<pubDate>Thu, 26 Feb 2009 08:43:13 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=1889#comment-13883</guid>
		<description>@dannys95: Yup, we are currently discussing more levels.
@rich_952000: See above ;)

@dunkee: I rather not comment on other companies, and I like Chillingo, they are nice people, but if you look at where their other games are on the top 100 list after they increase the price, I think you can find the answer why &quot;cheap first, correct price later&quot; is a bad decision. Touchgrind for instance, is still on the top 10. I know customers prefer to pay $0.99, of course -- who wouldn&#039;t, but it is a bad business strategy which in the long run will only keep your company from creating new and fantastic games.

It&#039;s backwards, I know, but that&#039;s just how the market works. And people will not buy it if they missed the &quot;sale&quot;. They will instead wait for another sale, that&#039;s what I would do. It just feels like I would do a bad purchase if I bought something at a higher price even though a couple of dollars is no money at all anymore.

Sway really is a proper game, with a lot of polish and small details that took a lot of work and sleepless nights, and the amount of hours of entertainment it gives, I&#039;d say it&#039;s well worth the $4.99, but then again I work at Illusion Labs ;)

Cheers!
Anders, from Illusion Labs</description>
		<content:encoded><![CDATA[<p>@dannys95: Yup, we are currently discussing more levels.<br />
@rich_952000: See above <img src='http://toucharcade.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>@dunkee: I rather not comment on other companies, and I like Chillingo, they are nice people, but if you look at where their other games are on the top 100 list after they increase the price, I think you can find the answer why &#034;cheap first, correct price later&#034; is a bad decision. Touchgrind for instance, is still on the top 10. I know customers prefer to pay $0.99, of course &#8212; who wouldn&#039;t, but it is a bad business strategy which in the long run will only keep your company from creating new and fantastic games.</p>
<p>It&#039;s backwards, I know, but that&#039;s just how the market works. And people will not buy it if they missed the &#034;sale&#034;. They will instead wait for another sale, that&#039;s what I would do. It just feels like I would do a bad purchase if I bought something at a higher price even though a couple of dollars is no money at all anymore.</p>
<p>Sway really is a proper game, with a lot of polish and small details that took a lot of work and sleepless nights, and the amount of hours of entertainment it gives, I&#039;d say it&#039;s well worth the $4.99, but then again I work at Illusion Labs <img src='http://toucharcade.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Cheers!<br />
Anders, from Illusion Labs</p>
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		<title>By: dunkee</title>
		<link>http://toucharcade.com/2009/02/25/illusion-labs-sway-swings-into-app-store/#comment-13882</link>
		<dc:creator>dunkee</dc:creator>
		<pubDate>Thu, 26 Feb 2009 08:11:57 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=1889#comment-13882</guid>
		<description>I completely agree with SalsaMD&#039;s 1-2-3, that&#039;s the best pricing strategy.
We early adopters have been burned way too many times. And these companies keep milking us like crazy.

They just want to steal our money and rewards late adopters. They just can&#039;t seem to learn from the success of Chillingo and its pricing strategy.</description>
		<content:encoded><![CDATA[<p>I completely agree with SalsaMD&#039;s 1-2-3, that&#039;s the best pricing strategy.<br />
We early adopters have been burned way too many times. And these companies keep milking us like crazy.</p>
<p>They just want to steal our money and rewards late adopters. They just can&#039;t seem to learn from the success of Chillingo and its pricing strategy.</p>
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		<title>By: Sway für iPhone &#171; ale1981</title>
		<link>http://toucharcade.com/2009/02/25/illusion-labs-sway-swings-into-app-store/#comment-13879</link>
		<dc:creator>Sway für iPhone &#171; ale1981</dc:creator>
		<pubDate>Thu, 26 Feb 2009 07:51:13 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=1889#comment-13879</guid>
		<description>[...] Test gibts bei toucharcade.com und nachfolgend ein kleines [...]</description>
		<content:encoded><![CDATA[<p>[...] Test gibts bei toucharcade.com und nachfolgend ein kleines [...]</p>
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		<title>By: rich_952000</title>
		<link>http://toucharcade.com/2009/02/25/illusion-labs-sway-swings-into-app-store/#comment-13872</link>
		<dc:creator>rich_952000</dc:creator>
		<pubDate>Thu, 26 Feb 2009 04:16:27 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=1889#comment-13872</guid>
		<description>I think that this game could benefit from more levels, but it&#039;s fun as all get out now. I&#039;m sure with enough feedback Illusion Labs and the developer will add levels, or make a part II, either way i&#039;ll be pleased. I don&#039;t think that this game feels incomplete in any sense, but like most, I would exitedly welcome more content for Sway.</description>
		<content:encoded><![CDATA[<p>I think that this game could benefit from more levels, but it&#039;s fun as all get out now. I&#039;m sure with enough feedback Illusion Labs and the developer will add levels, or make a part II, either way i&#039;ll be pleased. I don&#039;t think that this game feels incomplete in any sense, but like most, I would exitedly welcome more content for Sway.</p>
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		<title>By: dannys95</title>
		<link>http://toucharcade.com/2009/02/25/illusion-labs-sway-swings-into-app-store/#comment-13868</link>
		<dc:creator>dannys95</dc:creator>
		<pubDate>Thu, 26 Feb 2009 03:26:30 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=1889#comment-13868</guid>
		<description>hey anders any chance of adding levels? its my ONLY complain.</description>
		<content:encoded><![CDATA[<p>hey anders any chance of adding levels? its my ONLY complain.</p>
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		<title>By: kinl</title>
		<link>http://toucharcade.com/2009/02/25/illusion-labs-sway-swings-into-app-store/#comment-13849</link>
		<dc:creator>kinl</dc:creator>
		<pubDate>Wed, 25 Feb 2009 23:05:31 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=1889#comment-13849</guid>
		<description>wow 2 great games released at the same time, this and Zen Bound are definite winners!</description>
		<content:encoded><![CDATA[<p>wow 2 great games released at the same time, this and Zen Bound are definite winners!</p>
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		<title>By: Mokoto</title>
		<link>http://toucharcade.com/2009/02/25/illusion-labs-sway-swings-into-app-store/#comment-13846</link>
		<dc:creator>Mokoto</dc:creator>
		<pubDate>Wed, 25 Feb 2009 23:02:50 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=1889#comment-13846</guid>
		<description>wow the controls are quite innovative</description>
		<content:encoded><![CDATA[<p>wow the controls are quite innovative</p>
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		<title>By: Big Albie</title>
		<link>http://toucharcade.com/2009/02/25/illusion-labs-sway-swings-into-app-store/#comment-13833</link>
		<dc:creator>Big Albie</dc:creator>
		<pubDate>Wed, 25 Feb 2009 21:38:08 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=1889#comment-13833</guid>
		<description>@spiffyone: I agree with you on the pricing strategy.  The lower intro price generates sales and creates word of mouth for the game.  On top of that, it rewards the early adopters.  If you combine this with a lite version at the time when the intro price expires, you also create a snowball effect by allowing people to try the game which is then reinforced with hopefully multitudes of positive reviews.  Those early adopter reviews are what make or break a game.  

Of course, you can also a variation on this when you submit an update for the game, and provide a temporary price reduction prior to the update going live.

My analysis is based on my line of work and the current economic climate.

There will be disagreement on this approach, but in this climate, your objective should be to build name recognition and generate short-term sales that position you for the long haul.</description>
		<content:encoded><![CDATA[<p>@spiffyone: I agree with you on the pricing strategy.  The lower intro price generates sales and creates word of mouth for the game.  On top of that, it rewards the early adopters.  If you combine this with a lite version at the time when the intro price expires, you also create a snowball effect by allowing people to try the game which is then reinforced with hopefully multitudes of positive reviews.  Those early adopter reviews are what make or break a game.  </p>
<p>Of course, you can also a variation on this when you submit an update for the game, and provide a temporary price reduction prior to the update going live.</p>
<p>My analysis is based on my line of work and the current economic climate.</p>
<p>There will be disagreement on this approach, but in this climate, your objective should be to build name recognition and generate short-term sales that position you for the long haul.</p>
]]></content:encoded>
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		<title>By: SalsaMD</title>
		<link>http://toucharcade.com/2009/02/25/illusion-labs-sway-swings-into-app-store/#comment-13832</link>
		<dc:creator>SalsaMD</dc:creator>
		<pubDate>Wed, 25 Feb 2009 21:26:17 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=1889#comment-13832</guid>
		<description>@spiffyone.

I agree with you in general, and the app is worth $4.99.  However, I wonder if a more successful marketing strategy is the following:

1. Introduce at a sale price for a week, or so, and clearly state &quot;sale price&quot; in the app store. This will generate sales and visibility.

2. Raise the price back to the valued price after a week or so. Sales may likely slow down.

3. Release a lite version when the slope of the sales curve is progressively decreasing to (hopefully) increase awareness and sales of the paid version of the app.</description>
		<content:encoded><![CDATA[<p>@spiffyone.</p>
<p>I agree with you in general, and the app is worth $4.99.  However, I wonder if a more successful marketing strategy is the following:</p>
<p>1. Introduce at a sale price for a week, or so, and clearly state &#034;sale price&#034; in the app store. This will generate sales and visibility.</p>
<p>2. Raise the price back to the valued price after a week or so. Sales may likely slow down.</p>
<p>3. Release a lite version when the slope of the sales curve is progressively decreasing to (hopefully) increase awareness and sales of the paid version of the app.</p>
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		<title>By: spiffyone</title>
		<link>http://toucharcade.com/2009/02/25/illusion-labs-sway-swings-into-app-store/#comment-13826</link>
		<dc:creator>spiffyone</dc:creator>
		<pubDate>Wed, 25 Feb 2009 20:42:31 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=1889#comment-13826</guid>
		<description>@Anders

As you well know, you made the proper choice pricing it as you did (iirc, it was you who had that blog showing why low price points might actually be a detriment to many developers on this platform).  $4.99 is a good starting price.  Not too high so as to put you completely out of the running for top 75 paid game app status, not too low so as to make you open to lowest common denominator reviews and quick downturn.  It&#039;s a longer term strategy, and I think it&#039;ll do quite well for you.

Perhaps at a later time, if sales stagnate, release a lite version to possibly increase demand without having to lower price.</description>
		<content:encoded><![CDATA[<p>@Anders</p>
<p>As you well know, you made the proper choice pricing it as you did (iirc, it was you who had that blog showing why low price points might actually be a detriment to many developers on this platform).  $4.99 is a good starting price.  Not too high so as to put you completely out of the running for top 75 paid game app status, not too low so as to make you open to lowest common denominator reviews and quick downturn.  It&#039;s a longer term strategy, and I think it&#039;ll do quite well for you.</p>
<p>Perhaps at a later time, if sales stagnate, release a lite version to possibly increase demand without having to lower price.</p>
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