For the value the game gives, are the prices too high? I've had suggestions people might be more interested if it was closer to 2 gold for autoharvest and terraforming, rather than 5 each. I'm not sure that's my main problem attracting customers but it's possible.
Such a restructuring would of course cut into my bottom line; I might have to rethink the free gold that's given out at the start of the game. That said, most of my money is made off gold bought for direct resource purchases.
Last Edit: Aug 2, 2013 10:18:56 GMT -5 by Rasteroid
I know from my experience in the industry that people expect to pay less to non-AAA developers. That was why I mentioned that. Seems the average IAP price that most consumers do opt to purchase in a free game is around 1-2 bucks. Saying that, I happily paid the 5 gold a piece for the autoharvest and terraform, but I love my indie games hard. I don't know if that would get you more of a draw or not, as it seem most idles occur well before hitting terraform on the tech tree.
I would be really quick to point out that for long-time players, the autoharvest as a subscription might not seem really appealing. I like investing a higher cost in it and playing set it and forget it forever, using the rest of my gold to arm up for land exchanging insolent whelps.
Yeah, I think HFV has a valid point here, but also as he points out just getting people to fricking play more than once is probably my primary concern. I doubt they even make to the store in most cases. I should have better site tracking to see how visitors move around.. google analytics might have something to say there.