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Pricing a Simple, Useful Desktop App

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Re: Pricing a Simple, Useful Desktop App

#51
post #22
post #15

Earlier quoted context omitted.

Or you could try both... limit the web version some, and sell the desktop one.

It's a bullet trajectory calculator. Only way I can see this thing making money is if it was made into a pocket-calculator type of thing and mass produced in Guangdong China.

[deleted]

Re: Pricing a Simple, Useful Desktop App

#52
post #21
post #7

Earlier quoted context omitted.

The wife told me I can't spend any more time working on it, unless I can break even on web hosting, etc. So to clarify. I have to pay for web hosting, bandwidth, storage... as those things cost me money.

if it is just the webhosting bill, you can certainly break even with adsense

I doubt that. It is not a webapp that the OP was asking about so the common pattern of usage would be download the software, use it, maybe come back and download an update. I don't think that adsense would be enough in this situation. I could be wrong though.

Re: Pricing a Simple, Useful Desktop App

#53
post #42
post #36

Earlier quoted context omitted.

iPhone app; for some reason I don't think the intersection between gun owners and iphone owners is big enough to justify the cost of development.

I'd like to hear more on this cost of development. The biggest cost would be buying the developers license. His algorithms are already written, so it's just porting them to Objective C and slapping a Cocoa Touch interface to it (which shouldn't take more than a day, soup to nuts with no Cocoa experience). Plus you get the added benefit learning a useful SDK.

The biggest cost would be buying the developers license.

That and the small issue of having to get a Mac if not already owned...

Re: Pricing a Simple, Useful Desktop App

#54
post #6
post #2

What does it do? What other software does the same thing and why is yours better?

It calculates trajectory, drop, etc of a bullet depending upon caliber, grain, powder, etc. It's command line only. It's windows only. No GUI, but it's very simple to use and accurate. Very useful for folks who reload their own ammunition. Covers all calibers from smallest to largest.

Stick a dead-simple UI on it. Assume domain knowledge, not computer knowledge; this should be dead simple to an experienced handloader who barely knows how to use a computer. My dad would buy it, and probably shell out $50 if there's a reasonable demo so he can see what he's missing.

Re: Pricing a Simple, Useful Desktop App

#55
post #22
post #15

Earlier quoted context omitted.

Or you could try both... limit the web version some, and sell the desktop one.

It's a bullet trajectory calculator. Only way I can see this thing making money is if it was made into a pocket-calculator type of thing and mass produced in Guangdong China.

It sounds to me like it's intended for developing custom loads for guns, not calculating ballistics in the field. The target market would be handloaders who sometimes spend thousands of dollars on reloading equipment. An ad-supported web app or a paid GUI app would be very viable.

Re: Pricing a Simple, Useful Desktop App

#56
post #25

The single best advice I've ever heard for pricing: charge more. Seriously. Whatever number you're thinking of, it is too low. Think of a number that makes you wince. That number is too low, too. Many people here will suggest you charge like $5 or $10. These people are unwilling to buy your application at any price. They are not your customers. Their opinion on your price is irrelevant. (I mean this in the nicest pos…

> Charge more.

I understand that you meant that it's easy to underprice the app, but as a generic pricing guideline this advice is wrong.

Not considering running operational costs, the price should maximize (price x sales) figure, i.e. the revenue. It's true that in some cases doubling the price cuts the number of customers in less than a half, in which case the the "charge more" advice stands. But in other cases charging half of the current price may easily quadruple your paying userbase.

Finding the right price can be done only through trying different prices. At some point Amazon was giving random discounts to their users and trying to pinpoint the ideal price for the item. It didn't last long, of course, as people started gaming them, but it just goes on to show that the price validation is a big deal.

Also keep in mind if you start with $200, see zero sales and then start gradually reducing it to $20, then you basically shoot your own credibility as a merchant as the $200 -> $20 drop makes you look greedy, detached from the reality and ultimately incompetent.

In the end it all very much depends on the application and the target customer base.

Re: Pricing a Simple, Useful Desktop App

#57
post #7
post #5

Earlier quoted context omitted.

And if there is other software that does what yours does, what is being charged for it?

The wife told me I can't spend any more time working on it, unless I can break even on web hosting, etc. So to clarify. I have to pay for web hosting, bandwidth, storage... as those things cost me money.

Yikes, you can sell nothing and break even. No, I actually sold an app for while, then took it down. People would still buy it occassionally, even though it was clearly stated that the app was discontinued.

Re: Pricing a Simple, Useful Desktop App

#58
post #25

The single best advice I've ever heard for pricing: charge more. Seriously. Whatever number you're thinking of, it is too low. Think of a number that makes you wince. That number is too low, too. Many people here will suggest you charge like $5 or $10. These people are unwilling to buy your application at any price. They are not your customers. Their opinion on your price is irrelevant. (I mean this in the nicest pos…

Best advice. It has to hurt people when they type in their credit card details. If it doesn't, it's too cheap. You'll make far more money turning a few cheap customers away while capturing the surplus of people who actually have a serious problem to fix.

What others haven't mentioned yet is that this also gives you an excellent user base for any future products you decide to create and release. Would you want to market your next product to an existing customer base of a bunch of cheapos, or people who have prequalified themselves as individuals whose time is worth serious money and are willing to pay up for good quality fixes to their problems?

Re: Pricing a Simple, Useful Desktop App

#59
post #4

I expect these kinds of apps - single purpose, but useful tools - TuneUp, or that Mac SSH filesystem thingy, etc, - to cost $15.

I would also trial 19.99 to see if I could get more revenue. Experiment! Start high, run a sale a few weeks in and see if it makes a difference.

Re: Pricing a Simple, Useful Desktop App

#60
post #7
post #5

Earlier quoted context omitted.

And if there is other software that does what yours does, what is being charged for it?

The wife told me I can't spend any more time working on it, unless I can break even on web hosting, etc. So to clarify. I have to pay for web hosting, bandwidth, storage... as those things cost me money.

Seriously? That's your hang up? The cheapest web hosts are about $5/month. It ought to be easy to figure out how to make $5 with craigslist, tipjoy, temp labor firms, a lemonade stand, a garage sale, or doing discount handyman services for friends and family.

I made my first $5 bill for helping my uncle take some stuff to the dump when I was about 8 years old. AND he bought me a coke, BONUS! And let me tell you, $5 was worth a whole lot more back then.

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