Look at it the other way. I hate release day-week sales because they don't give me enough ti e to make an informed purchase. Release day sales reward the impulse buyer, not the "early adopter" IMO. An ios early adopter is someone who hasn't been burned too many times. But I know how you feel. Just have to shrug it off. I bought Sky Gamblers 2 hours before it dropped in price by 4 bucks. Face it, there is no such thing as a safe bet on the appstore.
Wowzers, this looks great in the videos and looks like it will be awesome on hdmi tv. So gonna buy, but I do feel the early adopter blues out there. Who knows maybe I will feel the same way in a month. But looks really good.
Just friggin bought this game. If your gonna do a sale, do it on the games release, not a couple days later. This is getting really old...
Sorry to post with eveyone that got early adopter blues, cause I feel your pain. Just get a refund from apple, they will refund your money as long as you have not asked a lot for refunds before. If it is your first or second request, they will give you your money back, I am pretty sure. Just bought this for a buck, it is a very good game. Lots of polish, easy controls, and most important to me, it will probably work great on my hdmi tv later tonight. Would highly recommend this one. Highly recommended. Attached screenshot from my new ipad.
Reposting from the other thread: Hey Guys. I truly appreciate the support from everyone who purchased the game at the higher price. I'd like to clarify a few things... No this was not planned in advance, but is a direct response to our sales data. We simply aren't reaching enough people to make the kind of money we need to continue making games unfortunately. We believe our game is worth the 2.99, and people might agree if they gave it a shot, but unfortunately the price is too high for them to risk it (especially compared to the pricing of other games launching along side us). The sale will hopefully allow the game to be seen and appreciated by more people than we were currently reaching. We apologize if you feel swindled - it was definitely not the intent. Yes, the contest is real and we have set aside the money to pay out - even at the risk of losing money. I'll repeat what I've told someone else in a PM: from purely a business perspective you can expect sales on an app shortly after launch. This leverages any help the apple features are giving you to boost visibility of an app exponentially. Realistically this may happen at some point, but I don't know when. For a while we were debating if we should just put the entire app for free with a simple pay-what-you-want to support the developers as an in-app purchase. While this is no longer the case, my point is that regardless if you're paying $1 or $3, I promise you the money is going to a good cause and is worth it at either cost. We're a scrappy bunch of 4 indie devs making the game on shoestrings - some of us deeply in debt. We'd like to continue doing this for as long as possible. If you guys still feel upset about this, feel free to PM me any questions you might have. -Dan EDIT: about it being called a "launch sale" this is definitely not the correct wording. We'll rephrase this immediately
I definitely think the game was worth the original $2.99. It's a shame how so many developers have to lower their prices just to have a chance at making money. I don't regret paying the extra $2 at all, and I hope your game gains the success it deserves.
It always feels weird on the seemingly rare occasions when I'm not one of the early adopters, and a first-week sale like this happens. I didn't pick this up on release night, but I'll obviously be getting it now.