Frosties update and business model shift
Written by miechu   
Sunday, 23 October 2011 09:46

Frosties' update has been approved by Apple over night (to my big surprise people work there on Saturday!). It contains number of improvements, one new board type - Hexagon and "one-liner" help texts. There's also a change in initial game board's setup - there are some frosties that are randomly unfrozen at the very start of game session. This is suppose to make subsequent games at least a bit less repetitive. No idea it it's a big game changer, though.

But this is not the biggest news. The news are two items, closely tight to each other:

  • Frosties are now FREE, and
  • Frosties are now ads powered
So you might say Frosties is not free, it's just someone else that's paying for it ;)

After years in game-dev industry I've became ads-space provider

Why did i do it? After a week of no sales and some read through ads related posts on couple of iOS development related I've decided that a buck (a bottom value you get if your app is worth anything) is always better than nothing. Infinitely better, a geek might say ;)

Current version takes ads from three networks: iAds, MobFox and AdMobs, to make sure I get any ads regardless of where the user is - iAds for example are available in very few countries. I've created a nice framework to use many different ads sdks, switch between them at runtime, and even change their priority remotely(!) - I think I'll share it at some point, what you think?

To increase chance of success of my new business model I need to make sure as many copies of Frosties get downloaded as possible. Luckily "selling" a free app is a lot easier than a paid app ;) To help myself with this I've enrolled to IDRTG - it's basically a retweeting group for indie developers, and at least it helps me spread the word about Frosties and it being FREE (a magic word increasing chance people will click a link by 500%).

After a week or so I'll post some info on how it all went. I love doing experiments like this! So exciting!

Comments (3)
1 Wednesday, 26 October 2011 09:19
My 4yo daughter plays the iPad. After 6 months of owning an iPad, downloading games for her and observing her play, here's my 0.02.

I've stopped downloading puzzle games that involves levelling up and increasing difficulties. As the level of difficulty rises, her level of interest drops. After the first few levels, the game becomes too hard for her. That's when she comes to me for help and many times, I find it too hard to play as well.

From my perspective, puzzle games with cute graphics fail to attract both adult and kiddy gamers. Case in point, my 4yo loses interest within an hour when the level of difficulty proves too much for her. For me, a 35yo, I'd rather play PS3 games. Or games with top-notch graphics (at least for iPad) such as Dungeon Hunter 2, Real Racing 2, Rage HD, Machinarium etc.

It is not my intention to say my situation is the main reason Frosties is not selling well. I just wish to say if I were to pay for a game, for my 4yo girl, it should be educational. Able to make her think and solve puzzle witout being too hard for her age. And hopefully, great playability to entice her to play it for quite some time.
2 Wednesday, 26 October 2011 19:35
mieszko @ eye cog
Hey Summicron, thanks for your feedback. I see your point. But Frosties have no increasing difficulties, you can constantly play on Easy and it will be always be just that - easy :) On the other hand Easy can be too easy for 4yo, and normal can be to Hard.
3 Saturday, 29 October 2011 09:10
I admit I didn't download Frosties. So I was wrong about the increasing difficulty aspect of the game.

There's so many puzzle and physics games coming up every week, every month. It's easy to miss good games suitable for my kid.

I'll download it for my 4yo and let you know how she likes it.

Also congratulations on the increase of people downloadng Frosties after going free. I hope the ad model brings you good profit.

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