Great stuff, thanks for sharing. If you've done zero advertising, those are completely decent results. 130+ people trying your game in a week is pretty cool.
"The full version has had some very modest success, but I've realized that I need to add more value to convince regular players of the Lite version to convert to paying customers."
Yeah. As far as I can tell, the only major difference between the two versions is that more human players can participate. I haven't done any market research, but I imagine the vast majority of people playing a game on a phone are playing alone.
Building up the full version with a campaign is a good idea, but I'd seriously consider stripping down the lite version as well. Ideally, it should be a demo that teaches players the game and gives them just enough to get them wanting more. Maybe limit the number of creatures available.
3 comments
[ 2.0 ms ] story [ 46.5 ms ] thread"The full version has had some very modest success, but I've realized that I need to add more value to convince regular players of the Lite version to convert to paying customers."
Yeah. As far as I can tell, the only major difference between the two versions is that more human players can participate. I haven't done any market research, but I imagine the vast majority of people playing a game on a phone are playing alone.
Building up the full version with a campaign is a good idea, but I'd seriously consider stripping down the lite version as well. Ideally, it should be a demo that teaches players the game and gives them just enough to get them wanting more. Maybe limit the number of creatures available.