Ionage - F2P Mistakes and Lessons Full Indie UK - Birmingham Tim Wicksteed 8 th October.

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Ionage - F2P Mistakes and Lessons Full Indie UK - Birmingham Tim Wicksteed 8 th October

1. Worried about the wrong audience “Great game! This is one of those ‘just one more try’ games - very addictive… My only criticism is having to buy upgrades (which I have) to get better weapons, etc... I'd far sooner pay outright for a game.” “I would most definitely recommend. The only negative is IAP… While this is the best form of IAP I have seen, it would have been far better to just pay for the game… Still without a doubt a five star game.” “Meh All the upgrades I have available to get require I spend money.” “pay to win otherwise imbalanced after a few levels and not fun anymore”

2. Saw social integration as a liability instead of an opportunity “Now that i got you, have you thought about adding Play Games achievements to the game?” “The only thing I think this game needs are Google achievements and multi- player/online mode/infinite mode” *Source facebook-once-and-for-all/ facebook-once-and-for-all/ *

3. Didn’t value my game highly enough Paid acquisitions cost > $1 per free user Generated over organic users to date … £700 from IAPs Could have made 17x the amount by sending traffic to ANOTHER GAME Are permanent, non-consumable IAPs a valid option? Yeah (I think…)

4. Didn’t allow my free users to contribute Money rich/time poor Time rich/money poor Time-based contributions: Advertising Share/Invite Friends User generated content

Slides available at twicecircled.com Contact: Tim