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Dungeon Keeper Mobile uses the worst IAP model of all: pay to reduce the arbitrary timers. As you build out your dungeon, various tasks require time to complete. In no time at all, the game starts asking you to wait a day or more to finish basic, essential tasks. Don't want to wait? Pay up.

As a result, the free player can only spend about five to ten minutes playing every day or two. At that burn rate, it's just not interesting enough to hold the player's attention. It's basically unplayable. That's why everyone is so shocked by Dungeon Keeper Mobile. It's at a new, uncharted level of IAP done wrong.




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