Heyzap Payments Virtual Goods Guide
Types of Purchases
Here are some ideas for types of item you could sell in your flash game. Don't let your creative juices be limited to these ideas. Maybe you can come with new an interesting ways to excite the user.
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Item Purchase
Let users upgrade items inside the game. E.g.- Unlock weapons, defensive items, ammo, armor
- Unlock towers, buildings, tanks, cars,
- Unlock spells, potions, rings,
- Unlock avatar upgrades including clothing
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Level Access
Let players access the most exhilarating levels of the game. E.g.- Unlock access beyond level 20
- Unlock a new part of the storyline
- Unlock a level creator
- Unlock a level sandbox
- Unlock bosses
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Mechanic Upgrade
Let the user be able to upgrade or unlock aspects of the game mechanic. e.g.- Modify physics settings like gravity, friction, speed
- Modify game modes
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Bonus Upgrade
Let players save time by accelerating the speed at which users can move through the game. E.g.- Unlock items like fast boots
- Unlock level skips
- Unlock more lives
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Full Version Upgrade
Let the user play a limited demo version of the game, then upgrade to the full version. E.g.- Limited play for a certain amount of time
- Unlock full version
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Content Upgrade
Let users access special content e.g.- Unlock endings
- Unlock special movies
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Social Upgrades
Let users upgrade aspects that relate to social activities. E.g.- Let users get double points for the leaderboards
Pricing Guidelines
Here are some rough guidelines for how to price your in-game item. We recommend items should be priced a minimum of $0.10 (120 coins) and not be priced above $20 (24000 coins).
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$0.01 - $1 (12 coins to 1200 coins) [Recommended average price 300 coins}
Item Purchase, Bonus Upgrades, Level Access, Content upgrades -
$1 - $3 (6000 coins to 12000 coins)
Rare Item Purchase, Rare Level Access, Mechanic Upgrade, Full version upgrades, Content upgrades -
$3 - $10 (12000 coins to 24000 coins)
Full version upgrades -
Pricing Strategy
For maximizing profit from virtual goods: start with a couple of free items to get the user used to the system. Then have goods starting at 50 coins, rising in price incements of 50 coins to around a maximum price of 300 coins.


