Selling Assets on the Asset Store

I am now selling my first asset on the Asset store.

The free version of Simple Sprite has been doing very well (there have been over 160 downloads this month).
A few days ago, Simple Sprite Pro was released for $10.
Unlike the original, Simple Sprite Pro has not had a single download.

On average, how long does it take for people to start buying your asset?
As you can probably tell, I am pretty new to the whole asset store thing. Well, selling at least.

Thanks.

Theirs kind of a popularity contest with assets . I brought Playmaker for no real reason aside from it was on sale and I THOUGHT it would help , while I think its an ok tool, i’ve done nothing with it . But to even know about playmaker it had to be a top ten asset … NGUI was kinda the same thing , although it really helps( your doing this too) that NGUI has a trial version .

Try to get in on the next asset store sale , then your asset will get exposure and when it goes back to 10$ it will have great visibility !

You really do give some good advice.

I think it makes not much sense to put something on sale that already costs just $10.

It is definitely not a price problem. Maybe you offer too much in the free version, so that people are not in need for a pro version? You tool looks great and it’s cheap. But I could also imagine that the Asset Store is saturated with Sprite tools, unless you offer some really original features the others don’t have.

Don’t give up and have some regular updates with pro features only. Maybe that boosts the sales.

Here’s more, add twice as much content to the pro version, like a platformer template , finish out the doom clone , then raise the price to 25$ or 30$ . Alot of folks here are really into buying templates to expand upon .

Then maybe make a youtube video that says Doom clone in Unity, with a link to your asset in the asset store . The key is to get exposure .

@ nipoco

Yea, there are certainly a few sprite packages out there. That is one of the reasons I made the package so cheap.

Yes a video that shows the workflow and highlights the advantages of your tool, is a good idea.
But I wouldn’t suggest to use tags, or a title that may be misleading. Ok, if you show how to use the sprites for a Doom clone, why not. Otherwise that can backfiring real quick because people get upset when they don’t get what they were looking for. And it makes not a single sale.

Yes there is some competition. But that doesn’t mean you can’t make sales. I would spice up your thread with some pictures and a video and bump it weekly.
People love to look at shiny marketing stuff :wink:

Here’s my feedback.

Your product is quite confusing and you haven’t given enough information/visual descriptions up front.

Your thread advertising the product is too basic and relying too much on text. People want to SEE the product to know that it tangibly exists, and to see what the workflow is like. They will be looking for evidence of how you work with it and how easy it is to accomplish the tasks it supports. Video or at least screenshots would help a ton.

The main image for your asset store page is… mostly empty space, far better used with something relevant like 2D sprites in a scene or something.

I have absolutely no idea why you chose to add a Doom demo, which is a 3D game, into a 2D sprite package. It’s a very uncommon (these days) combination to use any kind of flat sprites in 3D games. … think of who your main audience is - 2D game developers - you need to show them a demo that’s relevant to them - a sidescroller, a platform game, a shootemup, something resembling a popular mobile 2D title, etc

The screenshots you included in your asset store package also were quite vague. You should add some text on them explaining features and what they’re showing. Also remember to always present to the customer the BENEFITS of using your package - what does it do for them, what problem of theirs does it solve, how does it remove their pain and save time, … this is not the same as a feature list that you think is amazing, it’s a list of things that are meaningful in the life of the customer, centered around them and not your product’s tech specs.

Add some kind of graphical logo representing your tool, to your forum thread.

It’s also useful to put things into a context… I don’t to just know what your product is and what it does - that has no meaning isolated in a box. How does it relate to other such packages? What does it do better/easier/faster? What unique selling points does it have? Where does it fit in a bigger picture?

Also the quality of your graphics on the asset store tell volumes about the quality of the product.

For me I’ve had a couple of assets online, one for almost 2 months, the other about 1 month… sales have been fairly steady starting pretty much from when I put it up there, or within a week. But it depends if you have an audience/demand. Possibly people downloaded the free version a lot because there is no commitment needed to try it out and see what it can do. Maybe most of those downloaders don’t like it once they try it. Maybe they download it because there’s too much pain involved in trying to understand what it’s about beforehand. These are all unknowns (I wish Unity would share more user-interaction statistics with us). But now that you’re attaching a pricetag you can expect the downloads to be at least 10 times less. … as much as 100 times less… … typical ecommerce conversion rates on products are in the 1-3% range, ie 100 visitors, 1-3 orders. Again I wish there was a way to measure this, maybe Unity will add a better dashboard to the asset store admin area in future.

To put a price tag on it while also offering a freebie I think you must distinguish what it is the pro version does that the free version doesn’t - they are competing with each other.