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What is Loopy Pro? — Loopy Pro is a powerful, flexible, and intuitive live looper, sampler, clip launcher and DAW for iPhone and iPad. At its core, it allows you to record and layer sounds in real-time to create complex musical arrangements. But it doesn’t stop there—Loopy Pro offers advanced tools to customize your workflow, build dynamic performance setups, and create a seamless connection between instruments, effects, and external gear.
Use it for live looping, sequencing, arranging, mixing, and much more. Whether you're a live performer, a producer, or just experimenting with sound, Loopy Pro helps you take control of your creative process.
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Comments
@Ryan is that you ? Are you the Megalord ?
It's uncanny.
@DaveMagoo I know! lol It's actually my friend Mark. We do look a lot alike, especially with him wearing a wig and fake goatee. haha :-)
@Rhism It's been 4 years, but I hope to move nearer in a couple of months.
I noticed a sample with fret noise, it is on Am chord third string.
@logictree By dragging your fingers across lines there's fret noise on all chords.
@logictree It's true, there are some samples with some fret buzzing on them. G major third string has some too. It adds some fullness to the strumming sound, although gets annoying if you're trying to do finger-picking and keep hitting that note. I'll look into cleaning them up - let me know if you find any more samples like that
Yeah, that is the correct words-fret buzz. Thanks @Rhism.
What about 'Tempo Run' or 'Cut The Strings' or..... Okay I'll stop. ;-(
@AkaMarko Tempo Run... this is a gold mine right here
So - curious to hear opinions: now that you guys already have the app (so future price changes don't impact you at all), what do you think it's worth wrt price?
After seeing daily revenues drop to below $50 at the $1 price point, I pushed it up to its highest price ever - $10. Daily revenue has gone up to ~$100 which beats minimum wage (even the higher minimum wage coming up @mgmg4871!) but now of course I'm seeing negative user reviews complaining that it's a good app but not worth $10.
You guys are way more into the pro music apps scene than I am so you have better comparison points. It's cool to receive so much love for the app from this forum, but I'm curious to put some numbers to it. What price would you say the app is really worth, i.e. if you'd bought it at that price you would've felt that it's about right - neither a great deal nor a ripoff?
@Rhism - I think the app store environment has forced prices down across the board, which is certainly good for consumers, but I imagine it makes life much tougher for developers. In this environment, I think developers have to depend on quantity of sales to make up the difference of what they may have been used to in the PC market. I think $10 is reasonable, but it is obvious that you went from selling less than 50ea to 10ea on the days you specified. I would try $5-8 price point and see where that gets you. I imagine you'll see a surge in volume given the significant price drop.
You should try another .99 cent sale for President's Day and promote it more on different forums
Wi guitar,(if they ever join the bus) is your only competition (£2.99) with midi out and
more sounds...rather good samples too!
Guitarism at £6.99 isn't that much but not sure if it will pay off in the long run.
I think what your achieving at the moment is more important...building a loyal customer base that would invest in other apps you develop.
Fix at £4.99 and create another great app.
@funjunkie27 Never been in the PC market so I can't compare, but yeah Apple makes it reasonably easy to try different price points and figure out which one maximizes revenue. The thing that's harder to figure out via pricing is how customers feel about the price. Did they feel ripped off, or that they got a good deal, or somewhere in the middle? That's what I'm looking to figure out by asking you guys. At any price I'm going to have some folks who feel the app is not worth their time - that's just a fact of life. But knowing what dollar value the folks on this forum would place on guitarism is helpful for me to understand where it stands wrt value, quality, usefulness etc.
@K_Evol Thanks for the suggestion - sales are always good for temporary bumps but not really a long-term strategy. While I can converge on a more 'permanent' price by trying different numbers out and seeing the results, I'm also curious to know how users feel about those prices.
@commonstookie While I welcome healthy competition, realizing that this is a tiny pie makes me hope that WI doesn't try to compete cos we'd just be splitting minimum wage amongst us which isn't worth it for me or them. I believe WI Guitar made all its money when it was $15, and after that WI just decided to keep it a small supplemental income at its current price point, since they clearly are making next to nothing from it right now (based on top grossing charts).
$5
I agree with a $5-$8 price for Guitarism as it stands. What I will say is that customers tend to base reviews on what they get for their money, not what they might get in the future. I'll probably get shot for saying this, but by all means add generic features such as MIDI and mute buttons and custom chords/tunings to Guitarism, make them IAPs or not, up to you, but if you come up with other sound sets, like ukulele, banjo, mandolin or 12 string, etc., bring them out as separate apps. That way you can reuse code, providing the same sophisticated features, but maximise earnings, because some of us Guitarism customers will want some of those instruments.
(Sorry guys)
@Rhism in my opinion, as someone who likes your app but just doesn't conceive of using it very often, I'd say $5 is a fair price. $10 seems a bit steep to someone who doesn't know that it's such a labor of love for you. I think PaulB's idea of including future features as IAPs is a pretty good one, but I'm sure you'll understand that it will come with its own share of negative reviews from the IAP-haters.
Personally, I think sitting at $5 is a good place (puts you right in line with Garageband which admittedly offers more features, but not the same quality of instrument that is available in your app). Continue to update your app, show that you're a responsive developer, run promotions at applicable times, and the purchases will start pouring in eventually. You need to continue to develop your brand, and before you know it you'll be featured on the "band-in-a-box" page.
Sebastian and Michael were in the unique position of being already well-respected developers on iOS, and they were marketing a completely-new and almost universally-desired application. This helped them skyrocket to the top of the charts in almost no time, and creates a lot of waves doing it.
You'll get your time in the light if you continue being what you already are and continue doing what you already do.
All in all, I say $5 price-point and MAYBE IAPs (instrument packs, MIDI, fretless, etc... I think this would be dependent upon how difficult they are for you to implement).
@Rhism What uglykidmoe said.
At some stage someone is going to make a rompler of different guitar sounds: I mean 200mb job like ik igrand and the like using vintage strat/les Paul /telecaster, etc samples. They could do it now but I guess their UI might not be brilliant. Virtual midi would put you in a good position to be a controller rather than a generic keyboard might. Maybe you could licence your set up to them? Just a thought...
Yep, what @uglykidmoe said. I'm definately pro IAP.
Seems like $5-$8 is what most of you value the app at, as it is today. Which is fair given the prices of other apps. Now it'll be interesting to experiment with actual pricing and see if revenue maximizes within that range, or above or below it.
@PaulB Appreciate the thought wrt separate apps, but of course I could just as easily charge for a banjo IAP vs a separate banjo app. Or were you suggesting that people would rather buy a separate banjo app than a banjo IAP?
i would prefer IAP for new sound because of lower memory impact and faster to switching between sounds..
$1 for a new sound.
would be nice to tell us how many you sold.
I think a lot of people have an irrational aversion to IAPs. Personal opinions aside, I think it's always worth considering. Not that you shouldn't do them but how you do it matters. Read discchord to see what I mean! In particular, the reaction to the most recent MIDI Studio update is telling.
Just want to say that I really appreciate you having this discussion in public. Very interesting stuff.
"""Personal opinions aside, I think it's always worth considering"""
That reads weird. I meant people's aversion is worth considering when deciding how and when to implement IAPs.
@uglykidmoe @syrupcore Definitely true wrt IAP haters. It's a good argument towards @PaulB's point that each instrument should be a separate app, even though instruments as IAPs are far more convenient and user-friendly than instruments as apps.
@SpaceDog Your pricing comment strengthens @PaulB's case for separate apps. If I were to make a banjo app I wouldn't price it at $1, so I wouldn't price a banjo IAP at $1 either. I'm realizing from this discussion that people might be more willing to pay $3 for a banjo app than $3 for a banjo IAP. Even though the IAP is more convenient and user-friendly. Hmmmmmmm...
@syrupcore Having this discussion in public is an experiment in information sharing. It's useful for me to see the reactions from all of you, and I hope it's interesting for you all to get the insight into music app economics. It should also be interesting / useful for other music app developers if they're following this thread (at least Sonosaurus seems to be
).
@Rhism I think you're getting where I'm coming from. It's about perceived value. People seem to expect free upgrades and bug fixes, so fair enough, do them. However, they look at IAPs and think, "Hang on, I've already bought this app, now the greedy dev wants more money!". I don't think they view a separate app in the same light, they just think about whether they want it for the price at which it's offered.
@Ian I've found that people generally undervalue good interfaces, so I'm not holding out hope that someone will want to license the guitarism interface. But crazier things do happen! Virtual midi IAP is of course on my todo list.
@PaulB I hear you, solid point. Need to noodle on this.
@uglykidmoe If I priced things based on how difficult they were to implement, I'd probably charge $50 just for the muting technique
I had to rewrite my entire audio engine from the ground up just to make muting sound good!
@Rhism good point. I'm a little skeptical of the multi-app idea. I personally would prefer IAP's for the same reasons that @spacedog mentioned, and also because I'd rather be able to switch tones within the same app as opposed to moving from one to the other. But I'm also still thinking about pre-audiobus workflows.
What about Guitarism and Guitarism Pro? Guitarism could be the basic functionality of the app, no bells and whistles. 1 tone, no smart strings, etc. GismPro could add all that and a bag of chips for a higher cost.
Say 1.99 for Guitarism and between $5-$10 for Pro?
Just a thought. Sorry if someone mentioned this already.
I recently purchased iFretless and am blown away by how it does many things very well. As a stand alone bass app, awesome. As a multiple bass sound app including bass synths, awesome. Velocity, natural pitch bending, awesome. Ability to play sounds in other apps via virtual midi, super awesome. Now I can play all the other cool bass sounds from Sampletank.
Implement some of the above features then I think a solid $5-8 price point would be reasonable.
@uglykidmoe IAPs are far far more efficient than separate apps, for the user and the developer and your device battery / storage space. That goes without saying. But the multi-app perspective is saying that efficiency / rationality is not always what the market wants, and unfortunately I think there's a lot of truth to this. There might be an interesting hybrid approach where I simul-release a banjo app and IAP at the same time and price point, though that's way more headache for me.
@AkaMarko I bought iFretless last night, very impressive! That said, it's making absolutely no money at all. He's in an even worse revenue position than I am. The same for WI Guitar. The problem with pricing an app based on other similar apps is that all app developers will price themselves into bankruptcy![:) :)](https://forum.loopypro.com/resources/emoji/smile.png)
BTW for the curious, any of you guys can easily track relative revenues of apps by signing up for a free account at appannie.com or other similar services and search for apps over there. It shows you graphs of any app's rankings wrt paid/free/grossing charts.