If you start out at $15 for a couple hours (or even a day or two) then shift down to $4.99, your initial customers are going to be FUMING and will rip you apart in the reviews. This is a terrible strategy. Your launch price should be the absolutely lowest you'll ever go, and then increase it from there. You want your early adopters to feel like they got a great deal, not screwed due to price manipulation.
Several people have told me that now. Consider it part of the next update if possible
Definitely have a play with pricing, but make sure to remember that if you have three times the sales at one third of the price, all you've done is increased your support costs :)
Yes, exactly right. Your ideal strategy is raise the price to what the market will bear, then back-off a little bit, if sales start to drop off.
You should also take note of all feedback, since your customers are the people that are willing to spend a relatively high price for perceived utility.
If you are responsive to feedback, that is in itself quite a good prospect for users, and that is a lot easier at small scale, than it is if you have 1000's of users.
If you lower it to $4.99 people will tell you it's too expensive.
If you make it free, people will complain that there isn't a paid version or that it doesn't do X/Y/etc
Do not let a few people decide if you should lower your price.
If you don't sell anything, then maybe it's the price, but get some DATA first. I personally didn't think $15 was too much, but I have a PC.
IMO, $10 looks cheap, $4.99 looks trivial, $20 looks greedy, but $12/$15 seems respectable for a utility. I just paid $25 for a small graphics tool 2 days ago. If it has value, it's worth it.
Purely from irrational perspective and coming from someone living in Canada, $15.99 is indeed too much for a small and simple utility. However $4.99 is too little, almost implying there is nothing in terms of engineering effort behind the app. I would say that anything in a range of $10 to $14.99 is a better looking price.