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