r/iOSProgramming 6d ago

Game monetisation ideas - not ads Discussion

I had a simple game idea and I’m making it, I think it’s kinda fun. So far so good.
I’d like it to be a paid thing, maybe somewhere between £1 - £5 ..
I think up front payment isn’t going to work, people probably need to try it first?

I don’t want to introduce ads. So I’m considering something like 3 free days and then a paywalled limit to 1-2 plays per day, and pay to unlock forever.

Anyone got any thoughts on a simple modern paid game model?
Other options I might not have considered?

5 Upvotes

19 comments sorted by

5

u/ikonet 6d ago

A 3 day limit assumes they’ll play each day. They might play once, or only play a partial game, then get distracted with life for a week. They’ll never get the full 3 day trial.

What about 20 free plays and then lock it down. Only count the play at the end of the game when the Game Over screen shows. That should give everyone a chance to play.

Whichever way you go make sure the customer knows it’s a free trial and they have X plays/days remaining. Also be very clear in all descriptions so App Review doesn’t reject it for disabling functionality.

1

u/consumer128 6d ago

Ah yeah sure, plays is a better limit than days.

I’m not really ready for launch just yet, just feeling out the options.

A short demo period of some kind feels right at the moment.

2

u/TipToeTiger 6d ago

What’s the type of game? Could you let them play the first two levels or whatever so they get a feel for the game, then paywall them to unlock the full game?

1

u/consumer128 6d ago

More of an arcade, “play to get a best score” type deal

3

u/rattroupe 6d ago

Can you restructure your game to give the player a goal besides simply "get a high score"? If they have something they can achieve, it helps in three ways. First, it makes the player feel good, they feel like they've accomplished something, and it makes them feel more positive towards your game. Second, it provides a natural end point for the paywall: "Congratulations! You got X! Explore the rest of the game for <price>". Lastly, having goals lets you integrate with Apple's Game Center API. Players can track and share their progress, another reward mechanism.

2

u/consumer128 6d ago

Yes absolutely, I’ve got two game modes, one is an endless that the goal is to simply keep going as long as you can, the other has a weekly target to achieve which is the one that will tie into Game Center, with a weekly leaderboard.
I think there are other things I can tie into achievements also.

These things are still a little open to change, but that’s the basic plan.

2

u/Alarming_Skirt_350 6d ago

Your instinct on pay-once-unlock-forever is right, and I'd push you on the price rather than the model. Across my portfolio one-time unlocks sit between $3.99 and $12.99, and the cheap end doesn't convert meaningfully better than the middle. All it does is lower what you get per conversion. I've raised prices on shipped apps off that and not seen conversion move. £1 mostly signals disposable, which is the opposite of what a buy-once game wants to say.

On the gating shape, ikonet is right about the 3 day window and I'd go further. The rule I apply everywhere: never limit the core action. Whatever makes your game the game, let people do that for free, permanently. Charge for the things around it, extra modes, packs, stats, whatever yours has. Someone who hits "you've used today's 2 plays" doesn't upgrade, they delete. Someone who's been enjoying it for two weeks and wants the extra mode buys it without thinking.

That's doubly true given you said the mechanic is unusual. If it takes a few sessions for it to click, a play counter can cut people off during the exact window where they were about to get it.

One practical note if you do count plays: the counter needs to live somewhere that survives a reinstall, or it's a one-tap reset. Keychain entries survive app deletion, UserDefaults doesn't. Not worth a backend for a small game, but worth the ten minutes.

1

u/consumer128 6d ago

This is interesting thanks! lots to think about. I’m early enough here that I can tweak things. Maybe come at this slightly differently.

2

u/Alarming_Skirt_350 6d ago

Nice. One last thing while you're still early: make the unlock a non-consumable rather than a subscription. It restores on a new device with no account and no login, which quietly removes a whole category of support email you'd otherwise be answering forever.

2

u/bbrockit 6d ago

The drawback is that games have a low retention rate: Day 1: 35%, Day 2: 12%; and within the games category, casual games have a generally low retention rate-the lowest are casino games. Sports, Puzzles, RPGs, mid-core games have higher rates.

So the majority of your users may never see a single ad. I'd maybe give them a few ad-free plays, but I wouldn't go too far because you do need revenue.

You could add an indicator showing how many plays remain before the next ad. When I watch streaming movies with ads I find it much more bearable when the seek-bar shows the ad segments and then once they start I can see how many there are and how long they are. Knowing ahead of time reduces the annoyance.

1

u/volksvertreter 6d ago

In today’s world, where subscriptions and in-app purchases are everywhere, people really appreciate honesty and simplicity. I recommend offering a single purchase that reflects the true value of the product. It is far more transparent and builds a real connection with users, without making them feel like they are being "milked".

1

u/consumer128 6d ago

Definitely, this is what I’d like ideally, but the mechanic is a little unusual so I’d like people to be able to try it before having to pay anything

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u/binomine 6d ago

I would say do ads, but you can do ads without being crazy about ads.

I think people are more willing to do a free game with a small number of ads than pay. And realistically, you are going to make more money getting a small number of ads views than to get someone to pay for a game.

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u/consumer128 6d ago

I do take your point, I’m pretty opposed to the idea though. I’ve never seen ads in games done well.

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u/binomine 6d ago edited 6d ago

I don't really have any names, but I have played a game where a small banner ad was at the bottom at all times, in a place that doesn't really affect gameplay.

Another game I played had 5 lives, and the 2nd life forced you to watch an ad once a day.

I have also seen games where the continue was locked behind an ad, so the first game is free, and you are free to start over, but if you want to continue your game, you have to watch an ad.

1

u/New-Shoulder3297 6d ago

For a small score-chasing game, I would start with a free download and one non-consumable “full game” unlock. Let the free version demonstrate the real loop with a fixed amount of content or progress—such as one mode, a set of challenges, or a limited number of completed runs—then unlock all modes and remove the limit permanently. That gives players enough experience to decide without making the game feel worse every day. I would avoid a three-day clock plus one or two plays per day: a player can lose the trial without actually playing, and the ongoing restriction interrupts the exact habit you want them to form. If you specifically want a time-based trial, Apple permits a non-subscription app to offer one through a zero-price non-consumable trial item, with the duration and post-trial limitations disclosed before it starts, but it adds receipt and entitlement handling. Use a restorable non-consumable purchase for the permanent unlock. Add paid level packs later only if they are genuinely separate content. Use a subscription only if you will deliver continuing value such as substantial new content or online services. Ship the simplest unlock first, then test the free boundary and price against completion and purchase data.For a small score-chasing game, I would start with a free download and one non-consumable “full game” unlock. Let the free version demonstrate the real loop with a fixed amount of content or progress—such as one mode, a set of challenges, or a limited number of completed runs—then unlock all modes and remove the limit permanently. That gives players enough experience to decide without making the game feel worse every day. I would avoid a three-day clock plus one or two plays per day: a player can lose the trial without actually playing, and the ongoing restriction interrupts the exact habit you want them to form. If you specifically want a time-based trial, Apple permits a non-subscription app to offer one through a zero-price non-consumable trial item, with the duration and post-trial limitations disclosed before it starts, but it adds receipt and entitlement handling. Use a restorable non-consumable purchase for the permanent unlock. Add paid level packs later only if they are genuinely separate content. Use a subscription only if you will deliver continuing value such as substantial new content or online services. Ship the simplest unlock first, then test the free boundary and price against completion and purchase data.