In app purchase vs lite & full version (appstore)

Any experience what works best?
Just one free version combined with an in app purchase for the full version, or one full version and one lite version?
What about revenue and what about download numbers?

Also another question beside that.
I do just need to set up one single inapp purchase for all countries, right?
And what about testing purchases? Should I test it with sandbox accounts from other countries, or does it work for all countries, if it works for one?

Hope someone may help me :)

Any idea or experience anyone?  :-\

sandsoftimer

  • Posts: 316
In my point of view. One for lite & One for Paid will be best. & yes you can test with your test account & that will be enough for testing purpose.......  ;) ;) ;) 8)
iOS ->          

Android ->
iOS -> Bubble Tapping
 Android -> Bubble Tapping

Great, thanks :) So an in app purchase for buying the full version does not make too much sense?
Thought that might be faster and easier?
Don't really have an idea for that :D

sandsoftimer

  • Posts: 316
Negative side:
----------------
let's say if we let a user to extend free game to full version then what to do ? we have to use a Game attribute to record the purchase right? And that's the point. As i know jailbreak devices can easily access that Game attribute & any time they can extend free game to full version without paying developer.

Positive side:
---------------
Best point is time consume.
iOS ->          

Android ->
iOS -> Bubble Tapping
 Android -> Bubble Tapping

gamegirlxl

  • Posts: 713
Negative side:
----------------
let's say if we let a user to extend free game to full version then what to do ? we have to use a Game attribute to record the purchase right? And that's the point. As i know jailbreak devices can easily access that Game attribute & any time they can extend free game to full version without paying developer.

There are ways to edit the files without Jailbreak(*cough* iFunbox *cough*), especially if the save file from someone who bought the upgrade is shared.  As someone who might plan on developing apps in the future, I've thought a bit about this.  Clearly, the most secure way would be checking values on a server, although it's pretty simple just to turn on airplane mode as long as the game operates offline.  Anyways, people get frustrated when they can't play offline, not that you probably have the money for a server like that.


  There might be a way to cut down drastically on hacking if you can have the game attribute encode a username, in addition to the Boolean.  I'm not sure if you would be able to detect the Game Center username, but you might be able to just have them make one up at the beginning of the game.  Like if a username was "hacker", you could have "hFaAcLkSeEr" stored, meaning that their name is "hacker" and they have not purchased the game.  Also, if you have the two things combined, searching in memory, it might be harder for someone to find it in the memory by doing a search.  Although it might be still possible to search through the hex values of the app (this probably requires JB), find what triggers the "sorry, you need to buy that" message, and possibly decode what the game is doing, it would be very difficult.



Just FYI...

I think if someone wants to hack ones game, he will.. And people who would want to get your game this way, wouldn't spend anything if it is not possible to get it free  :-\
They won't care if you put a lot of afford in your game or not.
So I won't think about hacking that much.

So beside that, what would be the best solution? As I think about submitting my app tomorrow :)

And thanks for all your advice and help  :D

sandsoftimer

  • Posts: 316
I think if someone wants to hack ones game, he will.. And people who would want to get your game this way, wouldn't spend anything if it is not possible to get it free  :-\
They won't care if you put a lot of afford in your game or not.
So I won't think about hacking that much.

So beside that, what would be the best solution? As I think about submitting my app tomorrow :)

And thanks for all your advice and help  :D
You are right. hacker won't care anything.... by the way, good luck to you & waiting for your game.  8)
iOS ->          

Android ->
iOS -> Bubble Tapping
 Android -> Bubble Tapping

Thanks  :) I am trying my best :D
I think I will make 2 separate versions.
Most paid apps do so, so I think it can't be that wrong :D

By the way, someone got any experience with keywords for the AppStore?
I read, that keywords integrated inside the app name make sense, but doesn't that seem kind of "untidy"?
As my app name is quite short and I don't know what makes more sense here.  ???

Thanks to everyone :)

Recently people have been shifting to free apps with ads and/or in app purchases.

For me, it just depends on the app.

Thought about this, but really have no idea what makes more sense for my game.
To me it seems like most paid games, without great amount of other in app purchases, do it with separated versions, but really got no idea.

Some don't even offer a lite version.

gamegirlxl

  • Posts: 713
Recently people have been shifting to free apps with ads and/or in app purchases.

For me, it just depends on the app.

You can bypass some advertising if you disconnect from the internet...I don't think that this really effects what developers get paid, though.  I've seen some games promote the developer's other games offline, instead of letting you bypass all ads.

I personally haven't spent any money on apps, in any way.  I think I remember reading a statistic about Zynga that said only 10% of the total users spend actual money.  I guess this number might be different by game and the nature of the IAP.

Thought about this, but really have no idea what makes more sense for my game.
To me it seems like most paid games, without great amount of other in app purchases, do it with separated versions, but really got no idea.

How much progress can you make in the demo?  If you can accumulate items (even if they couldn't be used in the demo), then it would be frustrating to have to start over.

I wonder if you could somehow have the paid version read and import the save data from the free version...It seems somewhat unlikely, due to security implications.

It's more about getting highscores, so not much about progress, like in a role-play game or something similar.

gamegirlxl

  • Posts: 713
I rarely (if ever) see apps that transfer high scores....What if you created special levels for the lite version, maybe truncated versions of levels from the full game, and just let those high scores stay with the demo?  If you delete an app, you usually can keep your GC scores.

misterfreeze

  • Posts: 84
How would i create a game with lite and full version in same game?
Any pointers appreciated thanks!
I read somewhere that splitting into 2 separate apps is not a good idea