Congratulations, your game is the most popular on OUYA! How do you plan to earn money from its success? Please select the primary method you plan to use.
How do you plan to monetize your game? 174 votes
Sell in-game features (advanced game options, unlockable content)
Sell in-game goods and services (energy, bullets, building upgrades)
Unlock the full game for one price, after a free demo level
Add in-game advertisements
Other method, not listed here
None: the game will be totally free
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Can I request other developers also not share which one they chose and keep this completely anonymous :)
You missed off "limited time trial" and "subscription"? I think for some games, it would be better to provide more than one way to monetize. For example, selling unlocking of individual items, but allowing all items to be unlocked for a (high) flat fee, or subscribe to have all items unlocked for a period of time.
More options for customers to pay in the way they feel most comfortable, rather than forcing a single monetization model
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Although I might just have a donate button on a game or two.
First thing is to make players happy and test the grounds.
PS. If there is a posibbility to put ads on OUYA I might allow users to unlock full game by agreeing to seeing ads as an additional option.
My plans are very speculative still, but I intend to go with the Pay for Cosmetics/Pay for Impatience model; everything functional will be available with time and effort, but you can pay ahead for strictly aesthetic changes or to get certain features without having to wait/work.
[edited for spelling[
Nothing "sells" faster then free stuff. I think it will be a good way to start up a fan base.
Pretty much on starting or ending the game, you have some options to donate a small amount of money - maximum $1 - to fund additional development (you can opt to pay absolutely nothing at all). You still get the full game for free, and the 'buy devs some coffee' options are just that.
O: Donate .10c USD
U: Donate .50c USD