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Here are the problems with only spending $30 on ads.

#1. Ads are experiments both is where they're located but also the text, target, etc. IE: you didn't spend nearly enough and try enough possible ads to get anywhere.

#2. You're only charging $.99 - This just flat out doesn't work as a model unless you're a novelty that goes viral. Even then though, the majority of apps that achieve this are running at a $.99 price point in order maximize downloads and not revenues because they capture an audience to their brand or via social networks and eventually market expansions, in app purchases, or other materials (the moron test is a great example of this).

Like another user said your purchase rate isn't going to drop horribly when doubling to $1.99. Once a user has made the decision to purchase an application, by which I mean spend any amount of money, the difference of a dollar in the mind is minimal. It's the hurdle between free and paid that creates a huge barrier in conversions.

Example: Currently you have ~4% conversion rate (with that demographic at least). This means that at $1 price point (and because of apple fees, $.70 profit) you'll need to spend less than $.027 per click to the page to break even.

Now under the assumption that you drop down to a 3% conversion rate when doubling your price. You'll make $1.39 per purchase, meaning you can spend $.042 per click to break even.

Lastly, while still on this note... you're unable to ever offer a 'sale' unless you'd like to go temporarily free. Sales, while not a huge deal for applications that no one has really heard of... they do still drive people to purchase through impulse if they were already thinking about it.

Warning: While I say this and it tends to be true... test it... always test it! Play with different prices and see what happens.

#3. Offer upgrades/in app purchases. If someone has already come to pay $1 for the application, they're likely to invest more into the game.



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