Free to try is a great model and I think it fits the top-down racing genre perfectly. Maybe you could put disclaimers/warnings in the description on the store and at the beginning of the game, but, you know, ranters gonna rant.
Thank you. I definitely prefer that model too. Yeah, the main problem (from a developer's point of view) is the early negative reviews make a big impact on a game's rating; which potentially dissuades new users from trying a game out. I think for the next update, I'll include a note in the description, explaining how the game is free to download and try, with a single IAP to unlock full game. I think that could help a bit. Other than that; hopefully positive reviews will swamp out the negative ones over time.
Ah yeah. You read my mind; I just mentioned exactly that in the post above. Mentioning it in the game also, is a great idea, many thanks!
As a consumer, I'm ok with free+unlock or paid; for the latter I'd usually wait for feedback from others before I commit to payments, though, since I don't like the idea of purchasing a game/app and then ask for a refund just because I didn't like it; after all, refunds are meant for situations in which developers fail to provide a functional app or lack the advertised features, which is most often not the case (at least with the ones I've purchased). As for sale models, if I were a developer, I'd go with demo and paid versions (which could also work in favor of separating unfair bad reviews from objective positive ones), like in the old days before IAPs became a consumable plague. A potential issue I see with free+IAPs is the inability to restore paid content after a developer's licence has expired; I tend to backup my apps installers in case they're pulled from the store or a developer's licence expires, and I've lost access to a couple apps because I can't restore their IAPs anymore, so I'm left with just basic free features. As for the price, that's up to the developer and consumer to decide how much a product is worth, and that is subjective given people's tastes. I'd personally consider other games in my radar that are in the $7.99 range before Retro Racing 2 because I know I will like them better and I'd probably get more content or spend more time with them (as an example, base Dead Cells costs as much), but others might consider RR2 is a lot more fun and definitely up their alley because they enjoyed the hell out of the first game. It's definitely hard/impossible to please everyone when it comes to costs, especially with mobile apps since the cheap market has gotten most of us used to lower prices; also, some countries have different incomes (like Colombia, where I'm from) where $10 represent for cost of living more than they do in the U.S. and that's probably the reason why added the ability for developers to adjust prices individually (since RR2 costs $39,900 COP, I know a flat rate was used).
Yes, demo (or lite) version and full version as separate apps, is another option. I'm not sure how common that kind of thing is now? I'm wondering if the issue you mention, with IAP's not working once a developer's account expires, would be any worse than for a regular paid premium app (where the dev's account has expired). Maybe I missing something. Apple knows if you have bought a particular app, or a non-consumable IAP, and you should be able to restore either? An app presumably wouldn't be available to new users though (where the dev's account is expired). The only thing I can imagine, is where the IAP is doing stuff that requires the developer's server (receipt validation etc). Not sure, maybe there's something I'm missing? I've come to the conclusion; that the people leaving critical reviews have a point. I failed to clearly communication the game is a try before you buy kinda deal; and I can understand people feeling duped when they hit an unexpected paywall. My bad.
Not too common, but still a thing I've seen in some kinda recent releases, even this year. Here's a good example, although it's not a recent release. When a developer licence expires or is cancelled for any reason, not only they become unavailable to new users, apps are gone for good, even from customers' purchase history (take for example the Infinity Blade series), and my guess is that probably extends to the ability to restore IAPs from said apps; although I can't tell whether the free+IAPs apps I had depended on something on the developer's end, so I'm not 100% sure about this now that you've raised that possibility. With paid apps, as long as doesn't break them with an OS update, they'll still work if you keep them installed on your device or if you have an installer file (like I usually do), even if the app is no longer in your purchase history; for example, I still play Captain Cowboy and Rocket Plume, both being gone from the store and purchase history for quite some time now. If I delete them or wipe my phone's data, I can't redownload them from the store nor even use an iCloud backup to get them back, but I can install them from my PC and continue using them. Let's assume I upgraded RR2 to premium but it is now gone for good and that IAPs can't be restored because Mr Qwak decided to leave the gaming scene to live peacefully tending to his apples farm. Even if I were able to reinstall the game say, on another device, using an app installer file, I'd be left with only lessons+practice races. So, from my perspective, not being able to restore IAPs is a worse scenario than having paid apps delisted, since reinstalling them would guarantee getting the full application back (as long as I have an installer backup and they're not broken on the target OS/device). I'd rather say the ranting customers failed to see the game model: 1. App Store shows "offers in-app purchases" next to the [GET] button. More often than not that means there's some sort of payment involved. 2. There's also an "in-app purchases" section at the bottom where they can see "Premium Version" listed next to the price tag. That automagically implies initial download will get us a base/trial/test/demo/lite version; although I prefer "full game unlock" for cases like this. So, I'd say it's clear enough at least for people who can read, comprehend and imply or deduce; but adding a clarification to the app description along with detailed benefits would be appropriate especially for those ranting people. Edit: Not to be taken as fully reliable, but this is what I got from a quick search: Spoiler
I decided to but the premium pack earlier than expected and I don’t regret it. It’s really an excellent top down race game and the more I play it the more I get the Nitro vibe. My only complaint is that there are only 3 types of tracks, normal, snow and sand, one or two more skins would have been really nice, as I said on a previous comment, maybe autumn and spring could have been an idea, by the beach or in the city (Monaco style)? So many things could be added and I’d pay an extra iap for it. But if the game is to stay as it is, it’s still a must have for all fans of the genre.
I see all the chatter about this game. Never tried the first one. Will cop this to see what is about. How are the touchscreen controls?
There's a good chance there may be a city level pack, that will feature tighter narrower tracks. I can also do sandy beach type environments, where you can drive through the water too, that could be fun. I could add those in to the 'Sand' pack.
Had a couple more poor reviews on the US AppStore. I get the sense there's a general perception the game is priced too high, which is fair enough. I think part of the issue, is that I feel it's worth it, but that ultimately doesn't count for much. So, I've decided to reduce the games' price (to $5.99). Hoping people feel that's more reasonable, and creates a little bit of a more positive vibe around the game, and also, that it doesn't upset anyone who's already bought it.
Bought the IAP and left a glowing review (UK app store). Yeah think 5.99 is a fairer price to be fare
Levelpacks (1,99€ each)! Levelpacks (1,99€ each)! Levelpacks (1,99€ each)! If you like the game, you will also buy the level packs. Look at the game Logicals Pro (runs on macOS too), Mr Qwak. He did the Levelpackimplementation very well, i think. Greetz Chris PS: Left a 5-star review in f***ing germany.
Please don’t worry too much, those who are upset are usually way more noisy than those who are happy, so it’s normal to see more bad reviews than good ones. I also left a 5 stars review to help balance.
Thank you. Yeah, I just want to focus on improving the game, and controller support. Also need to work on versions for other platforms too.