Yes.
-Very few games provide demos.
-Steam allows refunds under certain conditions, but also reserves the right to ban accounts that abuse that system, and declines to define abuse. Therefore it's generally advisable to avoid using refunds to try games, and save them for when there is a issue.
So there is definitely a gap where demos would serve well.
I've never been on the other side, so I don't know how well that converts. But as a customer, I love the idea. "Euclidea" does this for example: https://play.google.com/store/apps/details?id=com.hil_hk.euc... They also have IAP for dark mode.
This is why I loved the old Peggle games from PopCap but hate the new mobile one.
Paid upfront model is dead on iOS, unless you are some big shot company that will have their application featured on day 1.
I think level packs are pretty much a match made in heaven for puzzle type games, as are selling credits for hints.
Be sure to include at one or a few hours of gameplay for free, that seems like a nice balance. Updating with new level packs every now and then (both paid and free) is a good way to keep people excited and get additional income from people who really enjoy the game.
Selling additional color/texture themes might also be a way to increase sales.
I don't know why people even consider ads for games.
If a game/application has the "have ads" under the install button, i don't even install it to check it out. Because I know that even if i am not seeing ads, the framework is underneath the game, collecting data just the same.
It definitely will not generate as much revenue as an aggressively ad-monetized one, but hopefully it's still profitable.
App pricing is somewhat tricky, since most people hesitate to even pay $0.99. I personally wouldn’t just buy something without knowing if I’d like it or not. Descriptions and reviews may not always help in knowing that. Actually playing it certainly would.
Also consider keeping some exciting or challenging parts in the free set so that users can know what more to expect if they pay.
But lure me in. Show me your game is fun. With a puzzle based game you can have the first couple levels be free then make a popup about continue with ads or upgrade. I'd respect that a lot.
That is the best "user friendly, but viable" option I've seen in the wild.
There is such a thing as non-targeted advertising. An app developer can solicit money from sponsors to have their ads included in the app and displayed at particular times without sending any data back to either the developer or the advertiser. This is how advertising worked back before every app started demanding a continuous Internet connection even for basic non-network functions.
Almost all app developers who include advertising are using third party libraries to do the ads, after all.
Gentle house ads to upgrade to the paid version for more fun.