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Well, I'm also struggling with the pricing issue and making things viable so the creative work can grow and improve over time... but like most creatives, I also want my stuff to be accessible even when that means losing out on most of the potential sales value. I've made some free stuff and some cheap stuff that's currently on a ridiculous sale, and when I pivot from just 'game assets' to actually releasing game content, I have decided that certain extremely ambitious titles of mine e.g. Miniature Multiverse, which has cost me over $1200 to develop and hundreds of hours' unpaid labor, will not have a free 'lite' version but will be priced very reasonably. And with other smaller game concepts, I intend to have a visually lower res variant that is output for HTML5, in-browser, for free and a standalone Windows/Mac version for $1 or whatever, with higher graphics resolution. It's not even that I'm deresing the free version to incentivize the paid one, it's just... my stuff's very graphics heavy and if it isn't compressed it won't run in a browser! So that kind of makes sense for me BTW.