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It's based on the platform. Nobody would've bat an eye at a Switch or PC game for an upfront cost, but asking 10$ for a mobile game was kinda unheard of. I think they misjudged the market response there.

I can't say I'm not biased here, I basically hate 95% of all the mobile games I ever tried, or at least stopped playing after an hour - so a 10$ purchase for me would simply never happen, because I don't like the platform. On the other hand I did do the "paid unlock" after trying it out for a few. (Ignore this if they had a demo, I never tried it, wasn't it iphone only?)



> but asking 10$ for a mobile game was kinda unheard of

Ironically, this used to be the norm when the iPhone's app store came out. For example, Super Monkey Ball was $10 in 2008. Over time, there was a race to the bottom, and then F2P became the norm when Apple introduced IAP.


> but asking 10$ for a mobile game was kinda unheard of

Kind of crazy that the whole market was defined by shovelware


You could play the first 4 levels for free, like classical shareware. And it was released on both iPhone and Android.


Good point, then the argument is a little different, as it's more like an ingame unlock. I still think I remember the outrage about the price.




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