I've been reading a number of interesting threads lately that have made me second guess, and then third guess the regular pricing habits of the App Store, and how I will be pricing Bullet Development's upcoming game Bullet Skater. At first, I was going to simply go with a .99 cent price point, no Lite version needed because of the low price. Then a few weeks after, I realized that pricing the game at the bottom would make the game look cheap, and likewise for the company. $1.99 seemed like a better alternative, with a free ad-supported trial with crippled features. The problem with this is how many people will even get the free version? This matters for a number of reasons, one being that the more downloads of the free version, the more profit made from the ads. With that, I *think* and *hope* I have come to another good possibility for pricing. Offer a full featured, ad-supported version of Bullet Skater for free, along with a premium ad-free version for a dollar. This way, Bullet Skater has a big chance of skyrocketing to the top of the free charts, earning the company enough money with the advertisements. Just like Whack-Em-All. What do you think? Should I instead only offer a Free Trial and the pay version, or do you have a new idea?