Id probably go with a lower price at launc rather than go with a sale later. That way there will be much more initial sales for the game. Maybe enough to put it on apple's top 50.
Yah, enough sales to boost it up in the rankings, and then raise the price so you make more money. And a little more money never hurt
It really annoys me when people try to convince devs to lower prices. It just comes off as you trying to be cheap. Don't pretend to understand the App Store's market, and don't act like you have the devs best interest in heart. Think about it anyway: The people who have been waiting for a game will buy it at launch, as long as the price is reasonable. Later on, you can lower the price to convince people who are on the edge to get it.
Yes, you are a genius. All this "gee, an introductory price would SUUUURE help you out" is seriously ridiculous.
I'm not trying to be a cheap skate or anything that's just my opinion I remember reading how flight control was originally going to cost 1.99 but it did so well that Firemint decided not to change the price. Just my 2 cents
Out Now.. iTunes Link : http://itunes.apple.com/nz/app/plunderland/id380486617?mt=8 TA Thread : http://forums.toucharcade.com/showthread.php?t=61641