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Curious what your 'freemium' strategy is for this app. Crafting a strong freemium strategy seems to be a very difficult task which is probably why many companies struggle to find that perfect balance.

Rocketcat games had a huge problem selling their game "Punch Quest", which was stunning due to that game's high quality. They ultimately realized that the money drops were too generous, that links to buy stuff were lost in the UI, that not enough compelling upgrades existed, etc. What you have built seems to be very polished and I think it's a very interesting take on the genre, but I think you might be in similar territory here.

I'd also guess that the lion's share of people that pay for sudoku games are not the type that would want RPG elements mixed in. They are probably an older demographic that values simplicity over everything else. When the game "10,000,000" integrated rpg elements with "match 3" style gameplay, the masses loved it because it was a convergence of two types of gameplays that had similar demographics.



Not all the feature are free, there is in app purchases to unlock levels and cities. It also allows the user to take notes while playing and use hints (only for paying users).




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