Our games aren't usually balanced towards forcing an IAP conversion because we use advertising to monetize non paying players (a lot of other F2P games don't). There is no wall or impossible grind you hit in any of our games.
1)Yes there is: timers. Those are unbreakable walls right there, which you can bypass if you spend money.
2) if the metric of good design is to make a game beatable without buying IAPs then that's a low and depressing bar to pass and be heralded as good f2p experiences: there's a ton of terrible f2p games which can be "finished" without spending a dime: is it enjoyable to do that tho?
No and unfortunately in the case of FKFL that's a resounding no... and you know I love FKF and spending a couple of dollars the game's way would only be fair to me, problem is that the getting rid of ads doesn't fix this terrible money-grabbing experience.
3) the reason we find it baffling to compare the game to something like Fiesta Run is because the latter not only can be finished, but is truly enjoyable and gives you a full, non-compromised gameplay experience without spending a dime over the original asking price. By contrast, spending ten times Fiesta's price still wouldn,' be enough to have a similar full experience
enjoyable experience in FKFL. It's really a comparison which can't be made. I hold it against the original poster to have brought to the table a comparison with a game in a completely different genre and gameplay philosophy, and yes that makes a difference, but it is you who should have challenged him with a similar rebuttal; a more proper comparison could have been made with, say, Pitfall's Temple-Run clone, which is as guilty as FKFL and yet it still gives you more than the latter in terms of "full game experience" by the sheer simplicity of its gameplay. FKFL tries to give you more that that, otherwise it would've stayed as bare (not a negative of course, just a different approach) as the original FKF, but fails... unless you spend big. It's ok, the game's very clearly built that way and if we don't like it I'd say is not that hard to simply give it a pass, I just don't understand why you're trying to make it seem like the game and its f2p model are something they're not.
4) I have mad respect for you guys, I'm happy to see you be successful but you've got to understand that, with no bad blood, most of us gamers just can't wish you guys the best with *this* business model. I love my hobby and see this way of doing games as harmful and destructive, so you can see how I and others have a vested interest in seeing this kind of endevours fail hard: if I don't see you (*you* figuratively speaking of course, not you "you"!) as an asset and positive influence to this industry and instead as something negative, then I don't want you to be a part of it, it's that simple. I don't think that unfair at all.
Sorry for the grammar and typos, it's past 4AM here and I'm sleepy
