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Farted by AmberArachnidClock, March 05, 2012, 11:56:43 PM

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clockradioclock

If you're still looking to make a little bit of money with this thing, since you've put so much work into it, you can always include some in-app purchases.

If you do go for such a business model, I don't suggest making the in-app purchases mandatory because it will upset a good number of players. Instead, opt for making the in-app purchases (eg: $1, $3, $7) confidence boosters, X amount of new donations/members, or even just IRL money to XY game dollars. Nothing that will inhibit free players from advancing in the game, just something that will make the game slightly easier for those who choose to pay.

As far as I can tell, this benefits both the players and the developers. While playing it for 2-3 days, I spent some money on Tiny Tower in order to afford upgrades at a faster rate. I certainly felt like a chump for spending money on a game (I don't play games often at all), but I also felt like the devs deserved whatever money they made based on their approach.

The price points above (1, 3, 7) were picked at random, but it's easy to imagine myself saying "it's just a dollar or three, I can afford that." It may be a good idea to do some market research beforehand to see what prices entice the most purchases. I think I remember reading that even numbers were bad for business because they make it easy for people to calculate things in their head, which is why I've avoided the number 5. It's easy for us humans to calculate fives, what with our five digits per hand and foot.  You might like to check these out (I haven't really, I just can't find the original article I read this in):
Consumer Recognition of Increases in Odd and Even Prices
Psychological Pricing (Wikipedia)

It might also be worth trying to integrate a basic social media outlet. Again, it wouldn't be mandatory, but it might be encouraged for players to, say, send a self-approved and automated tweet about their progress in the game (in exchange for in-game rewards? idk). The idea, I guess, is to encourage more people to play thanks to social trends, in the style of the "Superbrothers: Sword & Sorcery EP" game.
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AmberArachnidClock

thanks everyone! Here's a new bg



crc: Atm I'm looking for money the old fashion way (sponsors and ads) but in game purchases could be interesting. I'm not exactly sure where it would fit in the the ultimate game design, and honestly just feels kinda morally weird... but ill think about it

AmberArachnidClock

new alpha video!
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AstronautClock

loving this update! the timer and goal money per day are awesome ideas!! and I really like the idea of a tutorial stage and random boosts that you may or may not get at the start. and the afterstage where you get your feedback is also a pretty great idea.
I think the glasses guy is like a rival? kinda reminds me of pokemon you know how you are always supposed to watch out for your rival. I'm so glad youre going through with developing this game!
keep us updated satt!

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I don't know if you have these, but achievements always keep me playing. You should add some

Edit: woah! That guy in that video was named Adrian! That's meeee
Quote from: PezDispenserclock;1948598Abba, I might not smoke weed, but I experiancing it being hit with a crowbar on a modded TTT server. Flashing colours, screen flipped, screen flying. Yup, I know how it\'s like.

AmberArachnidClock

another alpha video!

AstronautClock

dont change the mustache its beaut or maybe add different types of mustaches idk.

also I love how this game is getting along. I cant wait what you will do with that mystery stuff but it sounds great.
whenever you need people to test a playthrough of your game I am definitely up to do it!

clockradioclock

whoa looking good, satellite!
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