My micropricing experient

Discussion in 'Indie Related Chat' started by Raptisoft, Oct 24, 2005.

  1. Raptisoft

    Raptisoft
    Expand Collapse
    Indie Author

    Joined:
    Jul 29, 2004
    Messages:
    804
    Likes Received:
    0
    Well... with the advent of Chuzzle, I decided that Hamsterball wasn't as important as an income stream, so I wanted to see if I could reach more people by micropricing it at $5.49.

    So far, the experiment has been a resounding success. I'm making almost twice the money daily that I was making with it priced at $14.99-- and on the weekends, it's even more. But more importantly, I'm reaching a lot of people-- which I hope pays off a few years down the line.

    So, I think some of you might try this, if you have an older game that's falling off the charts!

    That is all.
     
  2. lakibuk

    lakibuk
    Expand Collapse
    Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    961
    Likes Received:
    0
    Very interesting! So $19.95 is not the end of wisdom.
     
  3. soniCron

    soniCron
    Expand Collapse
    Indie Author

    Joined:
    May 4, 2005
    Messages:
    3,664
    Likes Received:
    0
    Thank you for trying this, John! I've got an experiment that will be released soon, and will be trying all sorts of "things you shouldn't do," like this. Great to hear it's working well!
     
  4. joe

    joe
    Expand Collapse
    Original Member

    Joined:
    Sep 28, 2004
    Messages:
    420
    Likes Received:
    0
    Very interessting. I've read a lot of articles on that subject and all said that lowering the price couldn't generate more income (in our price segment).

    I also find it interessting that portals like Big Fish and RealArcade sell their games for 19.99 EUR in Germany - that is around 24 US $. That's really a lot for casual games I think.

    When we lowered the price of Psychoballs from 20$ to 15$ we sold a few more than the months before, but in the end the income of it was nearly the same.

    Hasn't Cas from Puppygames sold some games for a very low price in the past? Would be interessting what his experiences were (only if he want to share of course).
     
  5. Jack Norton

    Jack Norton
    Expand Collapse
    Indie Author

    Joined:
    Jul 28, 2004
    Messages:
    5,130
    Likes Received:
    0
    I think that if you change from $19.95 to $14.95 you're only going to lose money. A dramatic price drop like that indeed can change really the sales, expecially if is a very good game like hamsterball.
    The important thing as always is having a good game - then you can decide if you want more sales at less price (then go under $10 price) or less sales at higher price ($24.95).
    Heh it seems almost that $19.95 is the WORST price after all! :eek:
     
  6. Sirrus

    Sirrus
    Expand Collapse
    Original Member

    Joined:
    Jul 27, 2004
    Messages:
    760
    Likes Received:
    0
    Despite the constant recommendation to sell Dope Farmer for more than $8, I think that it the sweet spot for it ;)
     
  7. terin

    terin
    Expand Collapse
    Original Member

    Joined:
    Jul 28, 2004
    Messages:
    1,049
    Likes Received:
    0
    Bah...

    Your game just sells because all your customers are doped out of their mind. They probably think it comes with free hash.

    (Im kidding).

    -Joe
     
  8. frozax

    frozax
    Expand Collapse
    Indie Author

    Joined:
    Sep 16, 2005
    Messages:
    95
    Likes Received:
    0
    Well, that's interesting. I am just worried about one thing : "old" customers that bought the game $15 may ask for a partial refund (or otherwise be quite angry). Did you get contacted by those customers yet?
     
  9. Sirrus

    Sirrus
    Expand Collapse
    Original Member

    Joined:
    Jul 27, 2004
    Messages:
    760
    Likes Received:
    0
    Who says it doesn't?

    Btw, at $5, I for one am definately going to buy Hamster Ball...
     
  10. Viridian

    Viridian
    Expand Collapse
    Original Member

    Joined:
    Oct 16, 2005
    Messages:
    69
    Likes Received:
    0
    Duuuude...you should totally drop the price to $4.20.
     
  11. Greg Squire

    Greg Squire
    Expand Collapse
    Original Member

    Joined:
    Aug 5, 2004
    Messages:
    849
    Likes Received:
    0
    Nice to hear your experiment is working. I was one of the ones who got "pulled in" at the $5.49 price point, as well. ;) I hope the "steam" from this lasts for some time.

    There's a "sweetspot price" for every game (some games higher, others lower) but finding it is tricky. I also imagine that that "sweetspot" will fall some over time as well; that's asumming that the game has gotten good exposure. If exposure hasn't been good that "sweetspot" could stay high, and just increasing the exposure would bring in more sales.
     
  12. electronicStar

    electronicStar
    Expand Collapse
    Original Member

    Joined:
    Feb 28, 2005
    Messages:
    2,069
    Likes Received:
    0
    I think lowering the price to 5$ (from 15$) is worth the try, only after a few months when the sales start to drop, it should be a good move (as your experience seems to demonstrate).
    You say you now earn daily almost twice the money than when it was at the old price, does that mean you are selling 5 times more units daily?
    And how long have you been doing this experiment?
     
  13. Raptisoft

    Raptisoft
    Expand Collapse
    Indie Author

    Joined:
    Jul 29, 2004
    Messages:
    804
    Likes Received:
    0
    Just wanted to respond: No, haven't heard anything from customers who bought at a higher price. Why would I? Do you go back to sites that you've bought a game from and check up on the price every now and then? I only have three games-- people come in, buy one or two, and then if they come back, it's only to play the ActiveX versions-- which don't have the price on them.
     
  14. Nexic

    Nexic
    Expand Collapse
    Indie Author

    Joined:
    Nov 5, 2004
    Messages:
    2,438
    Likes Received:
    0
    When you lowered the price did you send out a press release or actively market the new price outside of your site? If so you earning extra money may largely be down the the extra attention you've drawn from doing this. My guess is a month or two later you won't be earning much more than you were before, or infact maybe less. But obviously a customer is more valuable than the price of a single game, so even at a loss this kind of tactic seems like it could work well.
     
    #14 Nexic, Oct 24, 2005
    Last edited: Oct 24, 2005
  15. Sirrus

    Sirrus
    Expand Collapse
    Original Member

    Joined:
    Jul 27, 2004
    Messages:
    760
    Likes Received:
    0
    Then at that point, you call it a promotion, and change the price back ;)
     
  16. Raptisoft

    Raptisoft
    Expand Collapse
    Indie Author

    Joined:
    Jul 29, 2004
    Messages:
    804
    Likes Received:
    0
    Well, I changed the price about a month and a half ago. The only promo I did was to resubmit to download.com. The sales have been stunningly stable-- whereas with the higher price it was feast or famine.
     
  17. princec

    princec
    Expand Collapse
    Indie Author

    Joined:
    Jul 27, 2004
    Messages:
    4,873
    Likes Received:
    0
    +1 for cheapass games.
    Ultratron sells fairly consistently after all this time. I wonder if it'd sell even more at $4.95 than $9.95.

    Cas :)
     
  18. electronicStar

    electronicStar
    Expand Collapse
    Original Member

    Joined:
    Feb 28, 2005
    Messages:
    2,069
    Likes Received:
    0
    Did you notice new sales from non-US,non-EU countries?
     
  19. Sharpfish

    Sharpfish
    Expand Collapse
    Original Member

    Joined:
    Feb 25, 2005
    Messages:
    1,309
    Likes Received:
    0
    It sounds good, but I'm cautious. Why? because I don't know if you meant direct sales of non chuzzle associated sales. We know that chuzzle was big. That raptisoft logo was in the game, that it must have drawn popularity and hits to your site.. therefore I am interested in knowing if the sales increase of hamsterball was not just because of the chuzzle success or can you rule this out for us due to tangible factors such as the customers only coming in via the price drop (and associated advertising). I.e had you for instance many more newsletter sign ups from chuzzle or did they all go to pop cap anyway?

    Just a few points (simliar to nexic) that are not made 100% clear and bear in mind it probably wouldn't serve well for those companies without sucessful games like Chuzzle to keep their heads above water (or indeed buy them a nice new car) ;).
     
    #19 Sharpfish, Oct 24, 2005
    Last edited: Oct 24, 2005
  20. Raptisoft

    Raptisoft
    Expand Collapse
    Indie Author

    Joined:
    Jul 29, 2004
    Messages:
    804
    Likes Received:
    0
    Well, I didn't see any Hamsterball sales spikes from Chuzzle's release. The sales stayed low stable at $14.99 all summer-- they only picked up after the price change.

    Part of the reason I micropriced it is because I felt guilty about there only being 15 levels. By all rights, the game should have 40 levels and an editor (Hamsterball 2 will). So...


    Edit: Oh, and the significant chunk of sales seems to be coming from the cheapo Europeans. ;)
     

Share This Page