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> nearly impossible to monetize. No ads, but also basically no in-app purchases either.

How about a paid app? Charge what it costs to create once. The old model worked fine before the advent of IAP and adware. If the app is good, people would pay for it. Esp. if now there's a specific category for discovery!



There's a disconnect between who plays/uses the app and who pays. How do you know that it's worth the money if you're not going to play it?


Make the first level free, charge for subsequent levels.


That would require in-app purchases, no?


Or a free/paid app pair. Think old shareware games from the '90s, for example Doom2 1.9 shareware.


Why should the parents not play an app they give to their child?




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