Well without going into actual figures, I am pleased to say that Big Fish Games sold twice as many copies of Xmas Bonus that Reflexive Arcade, despite the fact that they were selling "hard" V1.0 instead of "easier" V1.2 or V1.3. Also they released it 2 days before Christmas which I thought was a bit dumb whereas Reflexive released it a full week before. Nevertheless they sure delivered in the end. But I can't help but think, what if they had v1.3 instead? Thing is it's totally impossible to get any replies from a portal around christmas as they are all on holiday of course.
A word of advice, if you can get you game beta tested and released on your own website for a few weeks, this will allow you to listen to feedback and tweak it to an optimum version before you send it to the portals. I didn't have this luxury due to the Christmas deadline! Also make your demo easy. You might think, "oh this is too easy, better make it harder" but chances are most people will find it hard anyway. Research shows that people like to feel "progress" so even if the demo levels are easy, the player still feels good about making progress and wants to continue this feeling, so hopefully they buy it! Remember some old 8 and 16-bit games, they were like sooo hard (e.g. Airwolf), yet they were aimed at kids who just never got very far. Maybe the programmers thought if they made it too easy it would get finished in no time. To be honest I would have prefered some games to be finishable rather that so hard you smash your joystick up in frustration.
A word of advice, if you can get you game beta tested and released on your own website for a few weeks, this will allow you to listen to feedback and tweak it to an optimum version before you send it to the portals. I didn't have this luxury due to the Christmas deadline! Also make your demo easy. You might think, "oh this is too easy, better make it harder" but chances are most people will find it hard anyway. Research shows that people like to feel "progress" so even if the demo levels are easy, the player still feels good about making progress and wants to continue this feeling, so hopefully they buy it! Remember some old 8 and 16-bit games, they were like sooo hard (e.g. Airwolf), yet they were aimed at kids who just never got very far. Maybe the programmers thought if they made it too easy it would get finished in no time. To be honest I would have prefered some games to be finishable rather that so hard you smash your joystick up in frustration.