This may have been discussed before but what are your opinions on RocketCat's pricing strategy? Premium games at a premium price, regular content updates that increase the price, and no sales (?).
I can't think of another developer/publisher that follows this approach on mobile or otherwise but I guess it's working out for them. The closest comparisons that I can think of are IAPs/DLC that are perceived differently and some Alpha/Beta releases on PC. I like the idea since it seems like with a lot of apps it's a race to the bottom with regards to pricing. Also, price drops tend to be met with disappointment from early-ish adopters whereas their strategy is the reverse.
I like the strategy and the fact that they promote it that way. To me, it's a win-win because it rewards early adopters and also helps boost sales at the onset to help fund additional development.
Just plain old launch sales are, IMO, much better than a sale a month or two later for the same reasons. It burns a bit especially when a dev drops the price sometimes within days of release.