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Just stopping by again this DD to say your game is STILL sick. The new HUD indicators that show where things get thrown and how much hp things deal are massive as far as QoL is concerned and I really like that you can start with different elements now. I made a video but it was over an hour because of how long I was playing so I deleted it. 

Only bug I found was that I died to the robot boss but somehow the game didn't end. I just restarted and it allowed me to restart the fight. Was kinda like cheating. 

Don't spend too much more time. Hit early access soon you're right there. You could go into EA right now and I don't think people would mind at all. Just don't overprice the game!! PLEASE so many devs have been doing that lately OK you got this GL!!! 

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Damn, thanks for the advice. I definitely won't hit EA before the next demo day, but your post got me thinking to maybe do it soon after.

How would you price it? I hope to put two more bioms after the demo one (meaning 3x enemies and bosses than the demo)

I want as many players as possible, but I fear that making it too cheap might also scare some players.

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to preface, I have not shipped anything, but I have watched a fair amount of good games from demoday launch with way too high price points and  flop as a result

for me, personally,  10 would be an instabuy because I know I like roguelites and turn based games, 15 would be a "let me play the demo first" and of course I already have and like it, so I would buy it still 

20 is the kind of break point

25 would be a "wait for sale" 

I know some devs are scared of their game having a cheap price and consumers assume that the game is poor quality because it's cheap, so it's something to consider but my opinion is that a good game will receive good praise and if it's cheap, people won't care. terraria is one of the most played games of all time and it has never been more expensive than 10 bucks

https://www.ign.com/articles/peak-developer-explains-successful-game-pricing-eig... good article that explains consumer price points

so you kind of have the whole "6.99 is still 5 dollars, 3.99 is 5 dollars" scenario in which you might be able to get it at a price point of 16.99 which is, to a lot of people,"15 dollars" or if you wanted to go the 10 range, go instead to 12.99 because that's still a "10 dollar game"

you also might also want to talk to publishers if you haven't already. the revenue cut sucks but they might help you with some stuff like marketing, legal and they would probably be able to better ascertain the value of the game in the current market 

but yeah, I do think there is almost enough here that I could see a launch this year for sure, but it depends on stuff like your revenue expectations, personal goals, how long you want to work on the game for, how big you want it to be, etc there's so much to consider when you launch a game that's probably why I haven't launched one yet lol

Thank you very much! Great insights.

I always found the .99 pricing a bit sly. I like honest numbers more, like 10 or 12. ;)

12 divides nicely for discounts too! might go for it eventually.