Cro Mag now 1.99

Discussion in 'iOS Apps' started by slidetounlock, Sep 10, 2008.

  1. slidetounlock macrumors regular

    Aug 12, 2008
    I finally got this app, had been hesitant the entire time. But for 1.99, I couldnt help it. So who else took advantgae of this deal, and do you believe like me, that most companies will do this to spur sales....???

    Either way cromag is a great time killer, but still love Crash and Asphalt
  2. Rojo macrumors 65816


    Sep 26, 2006
    Not really a fan of racing games, but might get this for just $2. Although I got CRASH, for some reason, and rarely ever play it -- so not sure if I should bother with this, even at the super-cheap price.

    Yeah, I'm guessing (counting on) other companies doing this every now and then. There's a lot of games I'm on the verge of buying, but I'm waiting to see if they drop in price:
    All are $10, which would be $50 for all of them. Way too much for me to spend right now.

    I HAVE purchased the following games, all because they dropped down in price, or were available at a temporary low price at start:
    And thinking about CRO MAG...
  3. gillybean macrumors 6502a

    Jul 21, 2008
    Seattle, WA
    With all the new apps and newer racing games coming out, Cro Mag probably needed to make a move like that to boost sales and get a better rank in the App store.
  4. slidetounlock thread starter macrumors regular

    Aug 12, 2008
    They have sales on all their apps, so I dont just think it is to boost the rank of the app that much....
  5. Nitromaster macrumors 6502

    Jan 7, 2007
    Just bought it about 2 seconds ago, thanks to this thread for alerting me to the price drop/sale :)

    Always had my eye on it as it looked fun but never bought it due to the price it was and I already had crash which was pretty fun
  6. alansmallen macrumors 6502a

    Jun 25, 2007
  7. almostaskater62 macrumors regular

    Nov 15, 2007
    that's ridiculous i paid 10 for this stupid game i never even play
    such is life
  8. SoSII macrumors member

    Jul 19, 2008
    great heads-up!!

    just spent 2 hours of my life playing it..:D
  9. slidetounlock thread starter macrumors regular

    Aug 12, 2008
    Funny thing was, I was never fond of 'racing' games. Then all the games came to the forefront, and i'll be darned if I am not addicted to racing games now.....
  10. mekopolis macrumors regular

    Feb 10, 2008
    wouldn't buy it at 10 bucks
    did buy it at 2 bucks
    played it for ten minutes or so......
    glad i only spent a cup of coffee on it, unless it has multiplayer
    im not a big fan

    but i do like Pangea, and enjoy enigmo and look forward to their future releases
  11. alansmallen macrumors 6502a

    Jun 25, 2007
    Bought it. Pretty cool game. It's one of those "why is an iPhone so cool?" show-off games.
  12. Schtumple macrumors 601


    Jun 13, 2007
    To be honest, given how quickly these apps were made (when compared to a fully fledged console game), is it no wonder Pangea put the price down to $1.99?

    I mean if took (theoretically) $40,000 to make, selling at $9.99 (which is what I believe it initially sold for right?), they would only need to sell it 5700 times, which considering the size of the iPhone user base, is nothing...

    If anyone would like to enlighten me on how much it really costs to make this kind of game, please, do chime in.
  13. hogfaninga macrumors 65816


    Aug 16, 2008
    Chestnut Tree Cafe
    Thanks for the heads up. I just got it and I like it. Well worth $1.99.
  14. mkrishnan Moderator emeritus


    Jan 9, 2004
    Grand Rapids, MI, USA
    I would guess it'll still be more than $40k... to get a game like this out this quickly, they would most likely need multiple developers. If they spent, say, six weeks in development time, using a typical development team for a video game of ... 30-40 people, but not all full time, and it came out to maybe 6 full time equivalents, then six weeks of 6 FTE's is approximately 0.7 FTE years, which would probably be about $70,000 just in employee costs. So I would guess even a short game made by a pro team is going to cost... $150,000-200,000 in development, even exclusive of all the costs one can avoid in a distribution model like the iTunes / App Store.

    But you're definitely right, in that these iPhone-only games generally have low development costs. The ones that are done by small-timers -- outside of professional game development houses -- probably cost a lot less. And most of them aren't really worth $10.

    Games by bigger pro houses like Spore: Origins are harder to cost analyze -- Spore as a whole sounds like it was incredibly expensive to develop. Obviously most of that cost should not be amortized on the iPhone sales, but it's still reasonable to amortize more than just the porting costs (which are probably low) onto the iPhone game's sales.
  15. Errk! macrumors 6502

    Mar 6, 2006
    Cool - thanks for the heads up!

    Count me in the "would never buy it for $10 but definitely would for $2" crowd.

    Hopefully more publishers follow suit.
  16. pooryou macrumors 65816


    Sep 28, 2007
    This is not a game that 30 people worked on....come on now.
    It was a quick port from a computer game according to a video I saw.
    Could have been done by one person within a week.

    It's an ok diversion but.....they didn't even add any kind of score tracking!!!!!
  17. Niiro13 macrumors 68000

    Feb 12, 2008
    Even though the original game was doesn't mean it's easy to port...
  18. redgaz26 macrumors 68020


    Mar 6, 2007
    never seen this before, thought if you had wifi on didnt matter what size it was?

    i tried to download it on the phone but it would not let me, said i had to sign into to itunes and try?????????

    Attached Files:

  19. esquire360 macrumors regular

    Sep 8, 2007
  20. esquire360 macrumors regular

    Sep 8, 2007
    "iThink" this happens if your low on space too?
  21. pooryou macrumors 65816


    Sep 28, 2007
    I saw a video interview with Brian Greenstone where he said it was easy to port.
  22. JML42691 macrumors 68020


    Oct 24, 2007
    I think that this was more of a strategic move on the developer's part, their game is all over Apple's site, is in an ad or two, and is also in several demonstration videos on Apple's site. If this game were priced at $7, then they would get a lot of people looking at its page, but not a lot of sales because of the price, with it being $2, people are MUCH more likely to purchase it and won't even question it. The number of sales will be enough to offset the drop in price. I just wish I waited to buy this until now, when I bought it I paid $10.
  23. TwinCities Dan macrumors 603

    TwinCities Dan

    May 19, 2008
    Double Parked out front of the Courthouse
    I love Forum Spy!

    Just bought it, $2 well spent! :cool:
  24. Michael CM1 macrumors 603

    Feb 4, 2008
    I bought CMR when it dropped to $6. Not bad, but I really don't play it much. I don't play many games much on my iPhone, but it's kinda nice to have around. I usually read stuff from the AP or New York Times apps when I'm bored (hint, hint USA Today).

    I think Jobs is getting ahead of himself when touting the iPhone as a "gaming device." Sure, it's got a ton of juice and endless possibilities, but the main problem with the device is the lack of buttons and how small it is. It's very awkward to hold my hands so close together and rely on "fake" buttons on the screen. If you put an add-on piece of hardware to the sides, then you're talking something that rivals the DS and PSP.
  25. TallManNY macrumors 601


    Nov 5, 2007
    Bluetooth plus small plastic addition means real gaming buttons. If I can control my xBox with a bluetooth controller, then I can put a controller around the iPhone and use real buttons to control the iPhone game.

    Not that I want to, but yes this could become a better PSP with about ten minutes of engineering.

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