Best practice for releasing a paid and 'Lite'(with ads) version of your App

Can I release two versions of my own game?

Should I release one right after the other or wait between launches?(which one first)

Will I need 2 provisioning profiles or bundle I.D.s?

Should I name the free version (“Game”) Lite?

Is there anything else I should know that I’m not asking?

thanks! [import]uid: 75779 topic_id: 26992 reply_id: 326992[/import]

>Can I release two versions of my own game?
Yes

>Should I release one right after the other or wait between launches?(which one first)
It’s the same, usually the Pro (payment) before the Lite

>Will I need 2 provisioning profiles or bundle I.D.s?
Yes.

>Should I name the free version (“Game”) Lite?
Usually yes.

>Is there anything else I should know that I’m not asking?
Yes, note that Apple reject “Lite” versions of the games that are too “cheap” or have tons of ads!
Take a look here as example:
http://itunes.apple.com/it/artist/ars-et-media-srl/id400701847

Hope this help.

Ale [import]uid: 30847 topic_id: 26992 reply_id: 109490[/import]

btw why release two versions of your app? Have not most of developers swtiched to the model where you release the full application where player can play some content for free and then has to unlock the game to play the rest. Whats the benefit of having two apps and having to update both of them? [import]uid: 13099 topic_id: 26992 reply_id: 109506[/import]

Thats funny I asked that question here :

https://developer.anscamobile.com/forum/2012/05/21/i-want-have-my-game-free-1st-3-levels-charge-99cens-ios

Apparently some people think that is stupid and silly.

[import]uid: 75779 topic_id: 26992 reply_id: 109532[/import]

I dont think its stupid, its freemium model, you let them donwload the whole game, offer first 5 levels for free and additional levels are unlockable. If they like it they unlock it. [import]uid: 13099 topic_id: 26992 reply_id: 109547[/import]

Thanks I agree, and have seen it done. Wonder which way will make more money…now there’s a debate! [import]uid: 75779 topic_id: 26992 reply_id: 109594[/import]

yes, the freemiun model using the In-App-Purchase is another way to solve the problem.
But from my experience it does work only for some kind of apps.

In case of educational game apps for kids, parents does not like the IAP model because let free the kids to buy the next levels or apps add-on without control.
This issue is a claim point with Apple on security to buy by IAP.

From coding point of view, you have to implement IAP and Ads both in the app and you have the vantage to have only one project to manage for next releases, bug fixes etc.

Sincerely I have not idea on what of the 2 models is more profitable!

I have done some work for an app that use IAP model with no ads, they have a huge number of free downloads but very little numbers of purchases!
http://itunes.apple.com/it/app/move-the-wood/id512581697?mt=8

Ale [import]uid: 30847 topic_id: 26992 reply_id: 109656[/import]