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Can you expand a bit about your decision to ship this in the Mac App Store vs. outside? Especially if a non-App Store build could get you things like audio recording.



Our main product we do sell outside of the app store. It's a much bigger and more complex app, and I like not having to pay Apple a 30% cut on it, and I also like the ability to push updates whenever I need to without having to do app review.

That being said, what I like about the App Store, and I'm just getting my feet wet on this with RetroClip, is that I think it's easier for users to trust you on the App Store. The app sandbox gives people some confidence that an app is going to be well behaved, and if it isn't then Apple can always pull it from the store. That's not to say that our non-App Store stuff isn't well behaved, it absolutely is and we take it very seriously, but being in the App Store maybe makes it easier for users to have confidence in us.

I also think the in-app-purchase trial-ware model that a lot of developers (myself included) are starting to adopt on the Mac App Store makes a lot of sense to me. Even $5 is a lot to pay for software if you can't try it first, and I think that was a big problem early on with paid software in the Mac App Store.


If the target audience is gamers and QA-types of people, I don't think they will care where they get it from.




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