Sophie Houlden adjusted the price on her game every 24 hours for a week -- ranging from the bargain basement deal of $1.00 to the sky-high $77.77 (also the satanic 6.66). She's posted the sales results for that week, which are very interesting indeed:
http://www.sophiehoulden.com/blog/re...you-want-sale/
This reminds me of my indie-game pricing concept of starting low and raising the price a dollar every day, until you reach something crazy like 99.99 -- then cycling back down to the cheapest price again.
It's worthy of note that she made more on her most expensive day from a few generous people than she did on most of the discount days.


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