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That is a really useful comparison, thanks.

The split between platforms makes a lot of sense to me: on itch, keeping the game free without ads can help with trust and discovery, while on mobile stores an ad-supported version plus an ad-free purchase may be more acceptable because players already understand that model.

What I find interesting in your example is that the ad decision was not only about monetization. It was also connected to distribution and player-base growth.

It sounds like the practical strategy is:

- use itch as a low-friction, no-ad discovery channel

- use mobile stores for the ad-supported version

- offer an ad-free purchase for players who want it

- avoid forcing the same monetization model on every platform

That feels like a much better framing than asking “ads or no ads” in isolation.