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Thank you so much for the feedback!

You gave me lots of thoughts and I agree with almost everything you said. I liked how you pointed a possible solution but let's dig a little bit on it, can we?

My studio stands for free content (as in freedom, not as in price :P). Your suggestion is really amazing because it enables us to make 2 products that feed loop themselves. The game that can be used as a marketing tool for the assets we from Pigdev were discussing this only as a passive incoming (sell assets and tools we used for our games) but really, this can be a good business model. We use the tools as a product for the patrons and they can decide what comes next, right?

I see this as a really good and sustainable business model, we can in forehand give access to our patrons using itch.io patron integration, and sell them here on itch! It's a nice strategy imo.

The only problem I see, but isn't a huge/un-work-aroundable problem, is that:

  1. The target audience would be gamedevs in that sense, right?
  2. Gamedevs use very specific tools, so this model is "niche" oriented, no problem with that actually
  3. But unfortunately the the free tools I used have a very small niche

The points above can be actually tested to see if they are actually problems and if there's enough demand for this. The major "manage" issue we would have is to rework the Patreon page to be more "gamedev oriented".

This model can even scale to game's audience later on, right? I mean, after having enough games being showcased we can pick them and rework to a "gamer oriented" audience!! Using something like "games as a service".

Like peeps from Rocket Cat did, but this on a long term strategy. This idea matches some of the insights we had watching these videos from Tim Ruswick:

And also:

Since you finished off with some videos I thought I would drop some relating to my thoughts. 1 by handing out the games to be open source/free to manipulate you come across an issue where you risk quickly killing off any ip you create. The following videos are about how warhammer 40k used careful licensing control to avoid killing off their own ip, while still providing many devs with the ability to use it. With a open source/free to manipulate license you run into the problem of very limited control as you remove yourself from having a say in how the games are produced.

and this one

Your video about live games is interesting, and I thought I would bring up the reason why alot of AAA games are released on a live system or similar monotization system. The reason being that the games no longer can be sold for the price of $60. here is a video on that