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Interesting suggestion. Something to really think about.

For me, based on my current experiences, I think if what I’m offering is something I plan to charge $1-$1.50 for, that I’ll probably generally try the $0+Donate model and see how it goes. Worst case scenario is no one donates, best case scenario is that people will appreciate a free product and that some people will donate and that when they do, they might feel more prone to make larger donations than $1-$1.50.

But… if I’m considering a $2+ price tag, I think I’d put an actual price tag on it.

My suggestions might of course be different if we’re talking a big studio or one that spent substantial time or money on their release.

(+1)

Know your audience.

https://itch.io/games/top-sellers

Filter for tags describing your games and see what pricing model similar games used. Scroll down a bit for less famous games that still sell. Unfortunately you do not know at first sight how much promotion those games did. Maybe they have Steam fame or other things. I mean, there is currently a prototype on page 1. But on their devlog they talk about having actual funding, not only the trickle of donatinos on Itch.