I can understand the end game is for TL to make money. However, there are much better ways to test the water and gauge the balance instead of using the end users as beta testers.
For incidence, they can use statistical prognostics to analyze the data that they gathered based on existing and prior platforms and project what the customers are willing to spend in average. There is no need to do it by trial and error. In addition, their experiment of increasing by a factor of 5 seems to lack both common sense as well as technical basis. In a normal statistical distribution, there is only 15.8% of the population that are 2 times average and only 0.1% of the population that are 4 times the average. Therefore, 5 times guarantees no probability or no one will tolerate it.
One of the most important rules for service industry is retention rate of existing users. The other dragon game is still top grossing even though it has been falling off the top paid apps chart. That means the old existing users are still contributing their wallets to the game. On the other hand, dragon story opened strong in top 10 grossing and it dropped a couple of notches when they started experimenting on the price of food, habitat and cost to speed up breeding. It keeps dropping as they keep experimenting. As they are trying to find their balance, they are actually losing it. Existing users soured by the frequent changes of the game will leave and it is harder and harder to get new users as the game is falling off the chart.
TL is a young company with a lot of talented artists and innovators. However, they need better leadership in their market analysis team who knows how to position the game strategically. It is sad to see them come up with such a fantastic game only to lose ground because they cannot figure out how much it should cost after so many other ?stories?.