Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+5)
Free or $1? Does that really make such a huge difference to people

Yes. This is Itch.

You are a developer and see it from a developer's perspective.

Let me give you a user's perspective. About Steam and Itch.

What do I think when I see a free game, paywhatyouwant game, a $ 1 game, a $ 10 game, a $ 20 game and a $ 50 game on these platforms? By price alone.

Steam

Free. Probably in-app purchases or selling my data

pwyw. Does not really exist beyond some dlcs like buy the dev a coffey dlc.

1$. Why. Is that a joke. Can't be good.

10$ Realistic price for an indie title. Let's have a look, should it fit into my usual games. Maybe there is good value.

20$ Indie game with higher expectations.

50$ Starting for aaa. Buy on a discount.

Itch

Free. Dev did not want to deal with money. Maybe links to other platforms like Patreon.

Pay What you want. Standard Itch scheme. If I like the description I might play it, if I like the game, I might spend on it.

1$. Why. Is that a joke. Can't be good. Seriously. That is barely paying the fees. Does the dev even know how Itch works?

10$ and 20$ Hmm. Either that is a good game or the dev is unrealistic. If there is a demo, I might try. If not, the dev seems to not understand Itch or is very famous and successful elsewhere.

50$ Suspicous.

My opinion is, that asking for 1 $ is not wise on Itch. Especially if you have no demo version. It is the minimum amount you can pay anyways and if people do take that at face value, the fees are hurting badly. There is no easy refunding on Itch, as it is on Steam. So I am very suspicious that the dev might have put out a shovelware game that is very bad and not giving a demo version, so people will not know, but asking 1 $, so some might buy it, and have little regrets and not ask for a refund.

Since you put your development activity on hold, you might try the standard Itch pricing scheme of pay what you want. It looks more inviting, at least to me, than having $ 1 games that are on 100% sale.

I would rather play a free game and maybe spend money on it, than download a $ 1 game that is on 100% sale. I would expect the $ 1 game to be a waste of my time, even if it were not on sale and someone had gifted it to me, so I would know: ohhh, that is a game worth 1 $. Also, my attitude of giving money to a free game would be shifted. I would have the attitude of having received a paid game for free. Business done. No more donations needed.

I’d like to point out that my games are usually short experiences, so creating a demo for them isn’t always easy or meaningful. Also, when it comes to pricing, I’ve noticed that asking for more money for a short game or mini-game can lead to complaints about the game’s length.

For example, I tried pricing 'Liminal Leap' at $4.99, but it didn’t sell well. When I lowered the price to $1, I saw more sales. Interestingly, the best response I ever got was during a short period when I made it completely free — people saw value in it, possibly because of the $4.99 original price and the appeal of getting it for free. So yes, I understand and agree with a lot of what you're saying, and I’ve actually tested different marketing strategies.

The challenge is that with low visibility, it's really hard to tell which strategies actually work. Apart from the free giveaway, most of the other approaches I tried seemed to have similar, limited impact.

(+1)

If your game is paid and you have no demo and you are not famous, why would anyone want to buy it. It is a big hurdle. You have a little fame and an audience. If you cater to those and they understand your release schedule of pumping out those 1$ experiences, ok. Whatever works, works.

Since you will not activly develop for the time being, you might as well try out Itchs's recommended pricing scheme. Having your games on a neverending sale is against the guidelines anways.

I for one am suspicious of $ 1 games. And of games on Itch that have no demo version but are paid only.

If you want to give incentive to pay for a free game, you can have a bonus file with an individual price. Background images. A soundfile. Whatever.

Maybe one day you want to continue developing as a less time consuming hobby. If you do, I recommend looking into things like Patreon. Itch unfortunately lacks the options to continously support a developer, in case you are waiting for the next released experience.