Honestly, all the publicity should have allowed the price to stay full and get a better profit as well as "happier" players (more money-more dedication). If sales started slowing down, then a discount would have been sensible, but just over a week?
Actually, I think the real reason they did it is because Jouni's away and they needed something so keep this thread bumped.. Seriously though? Disappointing, and pretty bad form.
HOLD THE PHONE!!!! THE PRICE DROPPED BY ONE FREAKING DOLLAR!!!!! You guys are ridiculous. I don't understand where people get this idea that they deserve to be treated like royalty for being an early adopter when they paid $1.99 for an app. Game runs fine on my 4th Gen.
They could have made the IAP on sale to "apologise" for the crash bug. Reduce the price of the coin doubler, I would have bought that and so would many others. It's clear they didn't think things through when they let the game go on sale.
Also just noting that, when the app first launched, it said the 4th Gen iPod wasn't supported at the bottom of the description.
Yes, and somewhere in this thread they stated that any update can render the game useless on this device due to the lack of memory.
To paraphrase the BEST quote on TA This is toucharcade, where 1 dollar is crazy, 2.99 is an outrage, and 5.99 makes people faint Couldn't remember that perfectly, but something like that. Actual version: Nudgennudge: This is TouchArcade, where 2$ for a game is too much, 5$ is an outrage, and 10$ or more is putting sugar in their car tanks whilst killing puppies.
A bunch of people in this thread continue to miss the point and insist people are complaining about the price point. It's not like the crash bug happened or anything. Or that the price drop happened 1 day after the fix. Nothing like that ever happened.
I am pretty sure Crescent Moon, Madgarden, & Rocketcat games just to name a few usually do a early adopters type launch sale then put the price up after a week or 2 then do sales every so often after that. Which in my opinion is the best way to do it. Also as a early adopter I am kore willing to spend some money on IAP if there was a launch sale.
Guys, cut them some slack. Yes, it would have been better to have a launch sale, but Minigore 2 is one hell of a game, filled with content compared to the first part, which was pretty barebones. It is well worth the money you spent on it. Additionally they removed one of the most annoying things present in the first Minigore, the IAP Chars. Now everything is unlockable just by playing the game.
I see this price drop as a christmas gift and an excellent opportunity for everyone who still on the fence to get this amazing game
Hi guys, I'll go through the backlog of messages now, but wanted to first make a point of addressing the price drop since it's the hot topic at the moment. This is a bit long, but bear with me. The one thing in common that all of us want is for Minigore 2 to have a long, sustainable life where we can spend enough resources to polish and extend it as much as possible. Being a tiny company with no external funding, for us this means the game has to do well on the store. As the launch week and featuring was over, Minigore 2 was slipping down the charts. In spite of the bugs and all, gamers and reviewers saw enough value in it that we got great reviews from IGN and others, and an outstanding metascore of 90/100. Still, visibility is everything, and we were quickly losing our moment in the spotlight, with giants like Vice City and MC4 taking the big Apple features. We don't spend money for visibility, we buy no banners ads and we don't do any paid user acquisition, so we did the one thing we could; traded 50% of our income stream for a better position on the charts. We could have given a 10% or a 20% discount if we were asking for much more money to begin with, but at $2 there are no other price points available. We believe Minigore 2 is easily worth more than a dollar, but the market is what it is and we have to live with it. The change was not meant to devalue the purchase of early adopters, but to extend the shelf life of the product so that we in turn can make it better for all of you. The good news now is that the gamble was worth it; Minigore 2 climbed to the #14 position on the US paid games chart, and now should grow to a large enough player base to warrant plenty of extra content. Our apologies to those of you who felt this is unfair; unfortunately we have no easy way to compensate for this, but if you really feel badly let me know and I'll send you a code for one of our other games, or an extra code of Minigore 2 to share with your friend. Screwing early adopters out of a dollar isn't really our long term business plan. TL;DR: Minigore 2 needed more visibility to guarantee that we can afford to keep extending it with content. We gave up 50% of our revenue stream to help it climb the charts, and we all win.
I though this was the reason. To bad it didn't sell initially, because it's a great game. I hope this helps you gays reach the top 10
I understand the principle and how it seems like those of us that bought it day one are the ones impacted most. I also understand that it's business and sometimes, as a consumer, you have to bite the bullet and buy something that you thing is justifying the cost. Yes it happens. Yes it was quick. If you are unhappy, don't buy any future Mountain Sheep titles. The fact is, price drops are inevitable and I would pay a lot more to support and get some assurance that a game (even game company) I enjoy be able to provide future support. For me, this is the case here. I respect Mountain Sheep because of the games they've produce and the hours of entertainment they've provided me. If it takes a few more of my dollars to ensure that I will get updates to current IP as well as new experiences, by all means it's worth it. On that note, I have nothing more to say and think the issue is a dead horse now, can we get back to the game discussion now? For example - how does progression work in this game?!? I have a challenge of "Sunny Lake Survival I - Survive 2 Days". I'm somehow on Night 4 so I assume I just need to survive 2 rounds (days?). Also, one annoyance I have is when I go into Enraged mode (I think that's what it's called with the 3 clovers) and happen to defeat an end of level boss, sometimes I can't collect the left over loot that's left because I'm enraged for SO long. By the time I revert back to normal, all enemies are gone and I have found that there is almost no window of time to pick up my winnings. Any chance or consideration to allow loot pick ups when being Enraged?
$1.99 for the *only* other dual stick shooter to live on my phone next to Meteor Blitz is a bargain. It's also possible the timing of release had something to do with it. Lots of AAA releases now and Real Racing 3 and others expected this week or next. The App Store pie is large but staying visible and getting a piece is a challenge it seems.
We haven't changed anything that would cause lag between the first and second version; since the 4g device has memory issues, it should always run best after being freshly rebooted.