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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.

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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.