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This might be a good chance to explain my price point!


I'm not sure how new you are to game dev, but another asset on the Unity Asset store, "Text Mesh Pro" used to be priced at $65 while in beta when my asset was released. While my asset was in beta, it had a price of $35. Out of beta, TMP went up to $95, and I decided to take their old price point since I now felt STM had surpassed everything I wanted from a text asset, while being more user-friendly.


I felt $65 was agreeable as a price point because I wanted to hit some specific numbers. Something not too high, because I deeply want this asset to be used by new developers, and I don't want to have anyone need to slog through creating a text system ever again. It took me 8 months to get a beta release, and I'm still working on this years later. I put in that time so you don't have to.

I also didn't want to price the asset too low, as Unity has some pricing guidelines I wanted to respect, and I also had myself I wanted to respect! I put in a lot of time into this project, and it needed a pricepoint to let people know that it's a serious asset that does what it does and does it well.

I settled on $65 after long deliberation with multiple colleagues since $65 is just about a day and a few hours worth of work at $8/h, and trust me, it's going to take you much, much longer than that to get a text system like this up and running.


Even after Text Mesh Pro got bought by Unity and went free, my sales have continued to rise! People seem to like what I'm offering better, even when my lead competitor went free. That said, if you're still irked about the pricepoint, Unity occasionally has seasonal sales, and I am opted into this program and match any asset store price changes here on the itch.io page, so you can wait for that if you want. No guarantees though, I don't control who gets those participation emails!


Anyway, I'll just mark this topic as "solved". ;)