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Business Model

Aaron Turner edited this page Aug 15, 2015 · 1 revision

We shall offer a demo of just the core gameplay, and you can't unlock anything (kind of like a demo, but you can play forever). Since we are using Unity, we build a game once, and deploy anywhere, we can embed this game on it's own website, and our Dev Blog very easily, and use that to promote it. But through in app purchases, or buying the game, will you get the ability to unlock aesthetic games and stuff. For example, I suggest since their are 4 of us, we sell the game for about 2 - 5 bucks. Depending on how popular it gets and stuff like that.

As Of Alpha 6.0, People say they would pay around $1-2 for the game

On mobile we shall make the game COMPLETELY free, but add an In App Purchse to unlock the full game. Either way, if unity allows us, we should definitely add character and map packs with things like new characters and maps, that we can sell for about a dollar each. We could also add something like new modes and things that can be unlocked with a mode pack or things. But for this game, we will not go for a pay to win approach.

Things like new characters that have more speed but less health could be an IAP (This is not P2W at all as you are simply buying a character with something you find more favorable, and keeps the game balanced). Or other random things like new bosses or possibly new modes like time attack or something random like that.

The beautiful things about modern day apps, is that they are always a work in progress, you dont have to stop developing them once they ship through the power of high speed ubiqutous internet

In summary: Free web demos, but can buy the full version on desktop. With Free Mobile Game, with an in app purchase for the full game. With Map (Free), DLC (Like characters $), and Mode ($) packs being released in the future.