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.