If I only released an up-front payment version, people would complain that they weren't able to try the app first. If I only released a free version with in-app purchases, people would complain that they don't like in-app purchases. I did both, and I'm still getting complaints. I get that my solution is imperfect, but I'm trying my best.
wffurr|4 months ago
In the old days, the free version would be a limited preview of the game, and would direct users to purchase the full game. We called it a demo or shareware, as in you were intended to share and copy it widely.
You could also have the “in app purchase” be the full game unlock.
max002|4 months ago
Dont get me wrong, at that time very little ppl in my country had ccs to actually buy any software even if, they wouldnt give it to kids :)
anonymous908213|4 months ago
twostraws|4 months ago
cheschire|4 months ago
So take advice where it’s offered but don’t mistake complaints for advice.
yojo|4 months ago
FWIW my favorite non-predatory pattern is a level-limited free version with a single “unlock full game” IAP. That way users don’t have to lose their progress switching to paid.
skeeter2020|4 months ago
aeon_ai|4 months ago
The fact that this isn’t open source, as it stands, means the latter is not a primary goal - which is not an indictment, just an observation.
The complaints will come, regardless, for that reason alone, given the marketing/narrative.
You’re selling a product to parents/educators who want to gamify the technical education of their children. That market, small as it is, despises micro transactions.
yojo|4 months ago
This isn’t “HackVille by Zynga,” it’s an indie dev trying to make a product they believe in. I hope it succeeds and inspires more high quality edutainment.
dghlsakjg|4 months ago
There are plenty of arguments for open sourcing things. “Closed source apps necessarily deprioritize helping children” is not an obvious argument to me. Can you draw the connection more explicitly?
unknown|4 months ago
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