Over 130 iPhone and iPad games celebrate pricing flexibility with massive sale

Over 130 iOS games celebrate pricing flexibility with massive sale

Because We May is an initiative that launched today to celebrate indie developers' ability to change their own pricing whenever they like. What better way to do that then to have a gigantic sale? From now until June 1, you can pick up around 140 top-notch iPhone and iPad games at a significant discount, and in some cases free.

Although changing a pricetag might seem like a weird thing to make a lot of noise about, the Amazon Appstore apparently doesn't let developers change pricing on a whim. Sure, that's only directly related to Android, since iPhone app developers only have the One True App Store to deal with (and maybe Cydia if they can't deal with the restrictions), but it does send a message to Amazon that these devs will take their business elsewhere if they don't have the flexibility they need to stay in operation. The issue also monkeys the whole agency model kerfuffle we've been hearing about e-books on iOS and competing with Amazon's monopoly.

But enough politics, let's get to the games. I've covered a ton of free games lately for both iPhone and iPad, but here are just a few of my favorite paid apps being featured through Because We May.

  • World of Goo - $4.99 $1.99 (Universal, $0.99 on iPhone - also, the dev that organized Because We May)
  • Superbrothers: Sword & Sworcery EP - $4.99 $2.99 (Universal, $0.99 on iPhone)
  • Trainyard - $2.99 $0.99 (Universal)
  • EDGE Extended - $2.99 $0.99 (Universal)
  • Canabalt - $2.99 $0.99
  • League of Evil 2 - $1.99 $0.99

There are tons more, so be sure to check out the full list here, plus there are sales going on Steam and Mac if you're into that kind of thing. If you're looking for more freebies than the couple included in this promotion, I noticed that Cut the Rope: Experiments and Mini Motor both went free today, but that's independent of Because We May. I'm digging the Message Because We May is delivering almost as much as the Indie Bundles for Android, but really, I'm mostly just interested in getting some awesome games on the cheap. Any indie devs out there care to chime in on the importance of promotional pricing and their experience across platforms?

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Simon Sage

Editor-at-very-large at Mobile Nations, gamer, giant.

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Reader comments

Over 130 iPhone and iPad games celebrate pricing flexibility with massive sale


So, the very same indie developers who must abide to the App Store de facto monopoly on apps for iDevices, who have to conform to the straitjacket rules of the app store screening process which refuses apps on a whim, are now criticizing Amazon's market by celebrating Apple's freedom?

If you've ever worked with Amazon, either in the old days on books or now on apps, you'll understand that they make Apple look absolutely cuddly by comparison.
Check out some of the stories from developers about Amazon changing pricing, descriptions, and other elements of apps without any consent or knowledge of the developer.

After reading Simon's post about Rogue Amoeba's Airfoil getting axed it just seems a bit ridiculous for a indie developer to celebrate Apple's freedom to set prices, when they have so little freedom to develop for iOS.

That's fair, but just because Apple can be bad doesn't mean others can't be worse. Or can't have some aspects that are worse.