A lot of people, but also surprisingly few if I compare to the number of downloads. I usually answer in two ways: the first is that games aren’t real life, and if war can be made into a game (not to mention GTA!), I see no reason why one can’t laugh at suicide.
The second is: I had - also surprisingly - way more actual suicidal people writing me to tell that they loved the game, that they found it funny and that it helped them vent off the bad thoughts a little bit. I bring up this fact asking upset people if they actually played the game or stopped at the title, because if a suicidal can play it and find it funny, I don’t see how a NON suicidal can be offended. And guess what? some of them wrote back to tell that they tried the game and they got wrongly triggered.
I’d say around 1% of people who downloaded the game. Unfortunately I don’t have any analytics in my app to better discriminate between people who just downloaded it and uninstalled after a couple of minutes and people who actually tried to play it at least long enough to get a handful of achievements. There are a lot of serial downloaders out there, who just install whatever is free, take a look at it and uninstall, so the percentage might be a bit higher. For me, it’s already enough that somebody thought “hey, this game is fun and I’d pay for more” it’s quite satisfactory.
The strange part is that it seems Google removed the game (or reduced it in rank) from the searches after I added the extra pack. I published it end of July 2016, and until that I had an always growing number of visitors in the app page, up to 70k in July. After that, it dropped drastically to 10k in a couple of months. The percentages remained the same - 25% of the visitors download the app, 1% of the downloaders purchase the extension - but I now have seven times less visitors than I had before I set the flag “contains in-app purchases” on the store
I don’t know if IAP are suitable for adventure games. My game is actually a puzzle game. It has the same mechanics of an adventure game, but it has no story, no development. So you could just add new rooms, new stand-alone puzzles, and sell them separately. It “works”, but for an actual adventure I’d have my doubts. It could work for something like in TWP - you have character flashbacks. You talk with a character, he tells you a bit of his backstory, and then you have the choice, if you want, to play his story instead of having it told. It works if it’s something thought out as an extra and not something vital to the game like in TWP.