I released a free game [1] recently which had been performing rather poorly with IAP. But in a recent release, I reduced the amount of free gameplay and allowed users to use (and spend) more than one hint per level (and of course I sell hint packs). Since then it's been doing much better.
If you don't mind unsolicited advice (and I've only seen your screenshots):
a. How about releasing a paid version of your app with everything enabled but no IAP? If nothing else, you'll come up in the new releases chart again.
b. I'm not sure what your in-app store looks like, but in my game I sell a 'combo' pack which includes two regular packs and 10 hints, all available separately, for a discounted price. I call it a 'combo super-saver' and even put a yellow star in front of it to draw the eye. It is the biggest selling SKU by far. Can you try something like that?
If you don't mind unsolicited advice (and I've only seen your screenshots):
a. How about releasing a paid version of your app with everything enabled but no IAP? If nothing else, you'll come up in the new releases chart again.
b. I'm not sure what your in-app store looks like, but in my game I sell a 'combo' pack which includes two regular packs and 10 hints, all available separately, for a discounted price. I call it a 'combo super-saver' and even put a yellow star in front of it to draw the eye. It is the biggest selling SKU by far. Can you try something like that?
[1] https://itunes.apple.com/app/alphabet-connection-logic/id560...