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  • Don’t nag me #f2ptoolbox

    The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: don’t push me to spend money in your game before I’m ready. For a...

    • Posted 10 years ago
    • 0
  • Are you underestimating the value of your virtual goods? #f2ptoolbox

    The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: carry out price tests to see if you’re undercharging for top-tier items. For a...

    • Posted 10 years ago
    • 0
  • Don’t release a 99c game #f2ptoolbox

    The F2P toolbox will teach you 54 of the most important and high-impact ideas in modern game design. This is one of them: go free or go expensive, but don’t cap your ARPPU at $0.99. For a...

    • Posted 10 years ago
    • 0
  • In-app merchandising: a new way to monetise

    We’d like to emphasise an almost untapped third source: merchandising. For many of us, it’s still (almost) zero but for some others, such as Rovio, it’s 45 % of their income… which means there is definitely room...

    • Posted 10 years ago
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  • Retail Principles for Free-to-Play Games

    Retailing is an old skill that is constantly developing over time. Today’s retail experts have had to master new skills such as consumer psychology often referred to as behavioral economics.

    • Posted 10 years ago
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  • Experiment and learn after launch: sales figures from Zombie Outbreak Simulator

    This is a guest post by Saxon Druce from Binary Space Games, crossposted from his blog. As an indie game developer, I find it very helpful reading articles by other indie game developers about what did and...

    • Posted 11 years ago
    • 2
  • The power of getting featured by Apple

    It will be completely obvious by the end of this post that Apple features are awesome. Yes, having great reviews on Touch Arcade, 148 Apps, and many other publications helped a lot. But I’m convinced that the...

    • Posted 11 years ago
    • 2