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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Rancorb

Lite App - Link to full version or unlock levels?

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What's the current opinion on Lite apps and providing access to the full game?

 

Apple just rejected the Lite version of my game (Aeolus) because they didn't like the way I attempted to show the levels available in the full version. They also suggested making all the levels available via in-app purchase instead of re-directing to the full version.

 

Here was my first effort at the chapters screen:

[sharedmedia=gallery:images:3174]

 

and the levels screen:

[sharedmedia=gallery:images:3175]

 

While it's annoying to have it rejected (I thought it was obvious what was going on, but meh!) it did get me thinking about how these things are handled nowadays. There are two real options I can see:

 

1. Separate lite and full versions - put a "buy full game" sticker on everything that's locked in the lite version, show a confirmation window with more adverts showing how good your game is before linking to the full version on the app store. E.g. Angry Birds Star Wars (Free). Downsides - slower to get full version?

 

2. Lite version with option for in-app purchase to unlock all levels. Supposedly easier for the user, plus they can keep their progress from the game so far. Downsides - I'd originally made levels available to try throughout the game, while the full version has to unlock every level in sequence. Would need to find a way to keep the original progression without annoying the unlockers, or change the selection of levels in the trial version. Plus the name would then be wrong (Lite but containing all the levels), which bugs me for some reason.

 

Has anyone here got any experience with Full v's Lite v's unlocking Levels in mobile apps? Which do you prefer when buying games?

 

Cheers,

 

Tim

 

 

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The reason apple rejected your app for showing the Levels in your full game is because in the Apple "Rules" it says that your app should be a full functioning app and not a "DEMO" or "TASTER" app.  If you are showing the levels even though you don't actually say it it's kind of like saying "now you've tried the broken version check out what is in the full version".

The way I do it is this:
Lite version with small level limit and IAdds with a link to the full/pro version an.  Also have a single in app purchase that will remove the adds and upgrade the app to be the same as the full version.  Also you don't have to call it Lite,  even though your bundle Ids are different you can still display the same title under the icon on the springboard by editing your info.plist.

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I think the problem was in how I presented the unavailable content, otherwise no Lite version with unavailable levels and a link to the app store would make it through. Probably need to make it clearer what's what and how to get things. Apparently the way to do this is to slap a "Buy Full Version" sticker on every locked chapter or level instead of just greying it out. At least thats what Angry Birds Star Wars got away with ;)

 

Thanks for reminding me about the display name in info.plist, I keep forgetting that the app name and display name can be different. I think I am going to try the in-app purchase route after all, and give away the entire first chapter of the game. That way people can just pay and carry on playing without losing their progress.

 

Cheers for the reply and help.

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