Lite version 'How to' questions

Discussion in 'Public Game Developers Forum' started by wastedyuthe, May 29, 2009.

  1. Hmm, while I get the idea that it'd be nice for people who paid for the app to get something new out of the Lite version, I don't think I'd want it to be anything different content-wise.

    I see Lite versions as a demo of the full version.. so if I'm beating up a sack of potatoes on a rope in the lite version, I'd expect that same thing to be in the full game.. rather than have it replaced by an actual person and never be able to beat up the potato sack.

    The potato sack stage could however be a bonus thing that would normally be unlocked by completing the full game... but if it sees that you've played the demo then that bit is automatically unlocked for you.


    Creating the perfect Lite that gives a small taste but a complete picture of the full app seems pretty hard. From what I understand, Apple doesn't allow you to submit Lite versions with disabled buttons that would normally say "nope, only in the full version".

    So how do you avoid rdklein's problem with ClapBoardLT by releasing a demonstration version that can still tell people what extra functions they are missing until they buy the full thing?
     
  2. PixelthisMike

    PixelthisMike Well-Known Member

    Well you can link to a "full version" on the app store within your game just like you can advertise just about anything within your game, maybe even that sack of potatoes you're so fond of ;)

    And pretty much everyone understands that a lite version has a full version sitting on the app store somewhere.

    I guess we were fortunate with Sheepish being the kind of game that is, we didn't limit the functionality of the game in any way we just gave the user 8 levels to play instead of the full 112. But that's not going to be possible for games that introduce enemies, weapons, abilities and soforth at a much slower pace.
     
  3. rdklein

    rdklein Well-Known Member

    Apr 3, 2009
    384
    0
    0
    sw developer, tv producer, hw developer (microcodi
    Munich
    #23 rdklein, Jun 2, 2009
    Last edited: Jun 2, 2009
    I think for games with levels its much easier to build a lite version than for apps.

    The ClapboardLT for example has not much restrictions - email is useful if you want to use the gained data later on, but for the clapboard function itself its not important, I restricted the number of projects but thats also something more interesting in combination with the email function.

    Good idea is to have more functions in the full version, so I will add user request to the full version, on the other side the lite should show them in some way to try out ? -- so really difficult thing.

    Now I dropped the price of the full version to tier 1 ($.99) for a SALE and lets see how this helps (as less is not possible and thesellings of the ful dropped still to zero after the lite version come out), I will report on this here -- hopeful the experience gained here can help other devs.

    next will be updating the full version with more features and then updating the lite with the link button and maybe some of the new features -- see what happens (takes always long due to the review pipeline)
     
  4. PixelthisMike

    PixelthisMike Well-Known Member

    I see your dilemma. Certainly if you give the user to big a bite of the pie then they're not going to be hungry for more. Especially since Apple doesn't let you tell them the wonders that can be found in the full version! Our lite version actually does blatantly show the user all the other islands available in the full version once they've played through. I wonder if this is actually breaking the rules but the reviewers have never played right through? We are about to release an update too, I will have my fingers crossed that it makes it through!

    Perhaps in your case your current Lite version is too feature rich and you are giving the "average user" all the features that they need. But like you said if you cut it back too much they will find it unusable and assume the full version will be just as bad. Perhaps your app does not suit a lite version? Not all apps will after all.

    I wish you luck with the sale and look forward to hearing of your successes!
     
  5. rdklein

    rdklein Well-Known Member

    Apr 3, 2009
    384
    0
    0
    sw developer, tv producer, hw developer (microcodi
    Munich
    Yes indeed, difficult, but I would not shrink down the lite with an update that might be not a good idea, instead we put more features in the full and see what happens over the time and the "buy full" button in the lite version !
     
  6. PixelthisMike

    PixelthisMike Well-Known Member

    Making the paid version more feature rich seems like a thinking mans solution to the problem! And certainly the users can't complain about that :)

    Just be careful not to say on the buy button that it is an upgrade or a full version, Apple might frown upon that.
     
  7. rdklein

    rdklein Well-Known Member

    Apr 3, 2009
    384
    0
    0
    sw developer, tv producer, hw developer (microcodi
    Munich
    yes "upgrade" they dont like this, maybe better "buy AClapBoard" for example without putting a direct relation - but thats very long or just "AClapBoard" ?
     
  8. sumiguchi

    sumiguchi Well-Known Member

    May 7, 2009
    209
    1
    18
    Developer (Business Apps)
    Canada
    I didn't see any direct answers to this but here it is! On your click event (or whatever) just run this:
    Code:
    [[UIApplication sharedApplication] openURL:[NSURL URLWithString:@"YOUR_ITUNES_URL"]];
    
    Feel free to put in a link to Anomaly too ;)
     

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