Tiny Tomb Robber (iOS)

h1rnz1lla

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yay finally found a cool name: Tiny Tomb Robber!

made some smaller fixes.
R-Key or 2 finger tap to restart a level. When you run out of moves the level Resets.

I had a pretty neat monetization idea around running out of moves, but its a little bit mean:
Normally in puzzle Games you can progress to the next Level when you haven't reached a 3 Star rating. In my Game you can't progress with at least the Bronze rating because you die. But there could be a 1 time iAp that allows you to continue the Level with running out of moves. But i have to admit that it is as means as it sounds ... ;)

« Last Edit: April 17, 2013, 03:45:39 am by h1rnz1lla »

rob1221

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If you're thinking of adding a shortcut IAP, might as well make it an "unlock all levels" IAP.

brantsmith

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And you could add a cheaper api to unlock only 1 specific temple.
Coding is Awesome.
Stencyl is Better.

h1rnz1lla

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yes, so the idea for the Full-Version is to release the App Free to download and make the first World (Jungle) available for free. Then there are two options:
1. Make World 2 and 3 available for a fixed Price 2.99 or a little bit meaner but could benefit in more revenue:
2. Make World 2 available for -.99 and World 3 for 1.99 iAp. This way you could lure in players more easily.

Some more updates, almost finished, App Icon still missing, playable Flash Version is up to date!

cheers!


mikuri

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Really awesome o.o! The graphics are neat too :3

h1rnz1lla

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Just submitted my entry and updated to latest Flash Version!
Good luck everyone for the Contest!!!

brantsmith

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^ contest winner right there! Jus sayin
Coding is Awesome.
Stencyl is Better.

QwertyB

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This looks great. I love the shake and splat too; great feedback, make the player's fails feel like fails.

I think the standard way of approaching "freemium" IAP's is to have some goal that's improbably hard but can be circumvented with money. This way you have a tiny hardcore segment who will just grind to get the game in its entirely for free, or more casual players will go "hey, I've got some money on my account, I'll skip". I know I did the latter with Kingdom Rush on iPhone, but if the grinding option hadn't been available I probably would've been less inclined to give the devs any money; seems a bit mean to entirely lock people out of content; a sharp price ramp from free-to-expensive is what I'd call the "drug dealer at a party" business model. Haha. Anyway, I'm sure there are dev blogs out there which have actual figures on instead of one person's opinion.

h1rnz1lla

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haha thanks, you opinion matters!
i think i will go with something like: first world free, buy 1 world for 99cents or by both (2+3) for 1.99 and additionally i will have this move restriction that you can remove with a 99cents perma iap. i think thats a good balance between, helping rich bad players and not spoiling the good ones, that don't need the endless moves.

Jon

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Something you can also do is release more content over time via level packs. This will keep it fresh, especially if you can make it seasonal. For example, you can release a Halloween pack or a Christmas/Winter themed back.

QwertyB

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Also re; what Jon said, it's weird but maybe billing the paid content as extensions of an otherwise completely free but very small game might work better, psychologically, than telling the audience they're getting one third of the game free and paying for two thirds?

Aasimar

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Congrats dude! I really enjoy your productions, perfectly executed and fun to play!

cybercircuit

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Looks awsome, ME WANT!!

h1rnz1lla

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some insights on what we do with tomb robber next: http://www.tinytouchtales.com/next-game/