I'm trying to develop my first, small game for iOS. The sensible choice would be a freemium based model - ads and in-app payments. The thing is - I absolutely hate this model.
If I were to make a decision based on my personal feelings, I'd just choose to sell it for $0.99 for the complete game.
But does my game even stand a chance with this model - I don't have any kind of target earnings. Pretty much anything above $0 would be a success, but I would be disappointed if my game didn't get into the hands of any users.
Are non-freemium games possible? Am I shooting myself in the foot by choosing this path?
You can either make some of your game (a few levels, a fraction of the overall length) free then charge for the rest. This gives me a chance to play your game, and if I like it I'll pay.
You could also add a one-time-IAP which subtly improves gameplay. Most do this as a "buy to remove ads" but the Piggy Bank in Crossy Road is a good example of a clever use of this model.
When the Honest Android Games blog was going, it would cover games with fair one-time-IAP to unlock full games, so don't feel like you're selling out because you include one purchase. After all, this was the shareware model in the 90s and that was more than fair.