Great stuff, thanks for sharing. If you've done zero advertising, those are completely decent results. 130+ people trying your game in a week is pretty cool.
"The full version has had some very modest success, but I've realized that I need to add more value to convince regular players of the Lite version to convert to paying customers."
Yeah. As far as I can tell, the only major difference between the two versions is that more human players can participate. I haven't done any market research, but I imagine the vast majority of people playing a game on a phone are playing alone.
Building up the full version with a campaign is a good idea, but I'd seriously consider stripping down the lite version as well. Ideally, it should be a demo that teaches players the game and gives them just enough to get them wanting more. Maybe limit the number of creatures available.
"The full version has had some very modest success, but I've realized that I need to add more value to convince regular players of the Lite version to convert to paying customers."
Yeah. As far as I can tell, the only major difference between the two versions is that more human players can participate. I haven't done any market research, but I imagine the vast majority of people playing a game on a phone are playing alone.
Building up the full version with a campaign is a good idea, but I'd seriously consider stripping down the lite version as well. Ideally, it should be a demo that teaches players the game and gives them just enough to get them wanting more. Maybe limit the number of creatures available.