Experience with raising vs lowering price while featured

Discussion in 'Public Game Developers Forum' started by Foursaken_Media, Apr 20, 2010.

  1. Flickitty

    Flickitty Well-Known Member

    Oct 14, 2009
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    iPhone Dev
    #21 Flickitty, Apr 20, 2010
    Last edited: Apr 20, 2010
    As MindJuice stated, your price doesn't matter that much. People are not looking at your history- they simply see the game in the app store, at its current position with its current price. I don't want to say that the App Store consumers have a lemming mentality, but in way, they do.

    Over the long term, things might be different. Assess that when the time comes.

    Something interesting to look at is Geared. Bryan Mitchell might have some insight, as he has moved the price a few times recently, jumping between $.99 and $2.99. It might be interesting to learn the reasoning behind this and the effects. He isn't featured though, and has proven staying power since August.

    The important thing to think about, is do not panic at sudden fluctuations. Downloads can increase from day to day, but you can also drop a couple positions in the app store. So don't just pay attention to your position, but pay attention to your daily sales.
     
  2. amroc

    amroc Well-Known Member

    Feb 12, 2010
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    Male
    Games Programmer
    London, England
    #22 amroc, Apr 20, 2010
    Last edited: Apr 20, 2010
    Hehe, on this subject my game was nowhere in the French charts until a few weeks ago, same story in Italy until 48 hours ago. So I guess the only small bit of experience I can impart here is that you may well get all sorts of pleasant suprises later on, even when you think your game has run out of most of its steam :)
     

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