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Having accessible source code offers surprisingly little downturn in sales, because only the technically minded will even care. The only real caution is someone else deciding to sell binaries, which would be allowed under MIT license, and them undercutting your prices or offering a more enticing package (either by lying or just having a nice presentation).

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Cant's this downside you presented (other people selling game better than me) be used as an advantage? I mean...it's like a marketing AB test to see which landing page have more retantion, but in this case it can actually be proved better because it is already selling.

I mean, Moon Cheeser has a mod that someone else did and published on playstore, and after nearly 6 months of publish Moon Cheeser latest version has, it is still the game which profited more of my library (I did sell a "developer" bundle with editable source files for assets and source code) and I got surprised that the 4th in rank of trafic (below even itch) was a referal link to the mod on Playstore and 5th is a referal to the mod's page on itch.

So I learned some valuable things there, and it's something that I can keep implementing both on old games (through new development cycles) and to new games.

But something you talked that I did realize it should take carefully is the actual packaging of the games, for this to work, as you pointed, my versions shall always be the best they can, and taking the risk to lose, let's say, 20% of sales to another page elsewhere because they do better packages controlling the comparison...is a huge risk which can cost a whole development cycle.

I shall work on that before releasing a big project