I am making an iOS casual/survival game, where each level has a number of waves of enemies you have to kill. Each level takes about 5-8 mins to complete and there are 11 total. So about 55-88 minutes of gameplay, or 1- 1.5 hours. Is this enough gameplay to sell for 1.99 on the app store? Should I go with .99 cents? The game is very action packed and fun, but I am concerned about the length. All input is greatly appreciated, thanks.
When preparing a meal, it’s always better to make too much food than too little.
Yeah I think its fine, better to have 11 great levels then lots of filler bad levels.
thanks guys, appreciate the input
Just curious…why 11? Why not 10 or 12? I don’t know, you may have a really good reason for 11, but it kinda sounds weird to me…
Double the length of playtime by putting in a few changes that unlock after the first time you finish the game!
Yea I decided to make 12. I was thinking about doing 11 because I have 11 done lol. OysterCAKE that is a good idea. I am sort of doing that but on a per enemy wave basis, so the levels last longer.
Have you played The Binding of Isaac, by the way? That game has replayability nailed almost perfectly.
I have read about it but I have not played it. I’ll give it a go, see if I learn something.
If you don’t have a high level of re-playability then yes, 11 levels (or more to the point 1-2 hours) is too short for $1.99 in the current market. This could be negated to some extent by various things (e.g. brilliant graphics, high re-playability etc).
It’s ok if you distribute it for free.
Otherwise don’t expect big numbers at all.
What is the demo version gonna be like 5 mins of play?
As a rule of thumb a title should be at least 3 hours gameplay.
And a demo version 30 mins.
Cause you don’t wanna read tons of negative reviews how players finished the game in 12 mins. time, complaining how it is way too short and hence isn’t worth the money to spend on, suggesting other potential buyers to do not waste their money.
If you want to multiply your ROI by factor of 4 add more gameplay, levels, assets etc.
Add a secret level to make 12, the fans will love it.
1-1/2 hours of gameplay and the game is totally done?.. for me it’s a bit short. Maybe 5 hours would be a minimum? … but it’s a cheap game so it’s probably not a big deal.
Do you guys think .99 cents is the way to go?
I haven’t released a game in the app store yet, but everything I’ve read has said going higher than $.99 is not a good idea unless you are an established name or the game is mind blowing.
I think if you can make a few more levels it would be worth it. Don’t worry about introducing exciting new concepts in every single level. If you have a fun basic mechanic, people won’t mind a little repetition IMO. Good luck with the game!
I think a game shouldn’t be longer than whats necessary. If you can make 11 levels interesting thats great. But really, 99c isn’t worth a cup of coffee where I’m from and I wouldn’t drink a cup of coffee for more than 5 minutes.
Yes!
Well…yes. To me, $.99 seems legit. However, a freemium model is pretty popular and expected on the app-store. Unless you have previous hits, and I mean HUGE hits, people are less likely to spend money one something they don’t know. Give them a free version!
Kryger I had a very similar thought lol. Thanks for all of the suggestions guys, I’m going to think it over. Game should be done in a few weeks, I’ll show it off when its done
It’s fine in my opinion.
These are $.99 games, so 1 hour gameplay seems legit when $60 games give you what 20 hs at most?
Plus, this casual gaming, that means people gotta to get back to work!
For a 99c game, I think 1 and a half hours is more than enough. Most players wont spend that long.
May be a good idea to add things like the popular 3 hidden megacoins for players to get some replay value out of each level.
Keep in mind most Mega Man games shipped with only 9 levels, they just made them rather hard and in later versions would hide upgrade items around the game. Although each of these levels did have a boss fight a the end.