Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics

How's my landing page? Also, when should I start charging?

A topic by WarpZone created Mar 25, 2018 Views: 405 Replies: 9
Viewing posts 1 to 8

The Landing Page

I think it looks pretty good, but what do you guys think?

When should I start charging?

I uploaded an MVP with no minimum price, with the idea that I'd start charging for it when it was worth charging for.  Until then, I'd be getting free playtesters and maybe even building a little bit of a community.  How would I know when it was worth charging for?  Well, I figured when people started making donations, that would probably be a pretty good sign.  

But then I took a look at Analytics, and I noticed that I was getting a lot more traffic (literally 2x-3x as much) from the non-free versions of pages as from the free versions of the same page.  ( tag-twin-stick-shooter vs free/tag-twin-stick-shooter, for example)

Now, this doesn't prove that the people who were browsing non-free games would have clicked on mine if it had been priced at $2.  But it does suggest to me that maybe a bigger percentage of itch visitors are willing to spend money than I originally thought.

I dunno.  Am I overthinking this?  (Total traffic's still in the double-digits, so probably.)

(2 edits) (+1)

Well I'd say you should probably start charging when you feel your product deserves. Do you think people already recognizes the value your game offers to them? If they don't, then try to make them valuate it, increase the value peep see in your game. I'd say "you should be charging already, and focusing on convincing people that the price you put matches the value they see in your game".

I mean, things kinda blew up after it hit the front page.  And they didn't un-blow-up again after it got off the front page.  People are still downloading.  I have no idea where they're coming from TBH.  It looks like they're still coming from's main page, but that doesn't make any sense since I'm not on the front page anymore.  Maybe I'm scared things are gonna tank if I start charging.

Sigh.  Only one way to find out...

Check out your game's analytics, there you can have some insights about from where people are reaching your game's page. But don't feel afraid to charge for your work, you will find out people can be very willed to pay, if you set it. You can think this way:

OK people are downloading and playing my game, so the concept and the actual landing part I'm doing well, so the game's production is validated, now let's see if we can validate its price and value as well

And start to test your product. Maybe start with:

  • Game 
  • Game + Soundtrack

This way you can at least make people compare between two of your products to choose if they gonna spend their money, instead of one of your products and another studio's product. For instance, if you have only the very Game being charged, people can think:

OK this game is $X and this other game is $Y, so let's check which one of these I would like to play more, based on my personal interest

While when showing 2 or 3 of your products they will be more likely to think:

Hmm, the game by its own is $X, so I can play it and have fun, but game + ost is $X+1, why would I want the ost if I can play the game, wait... game + ost + wallpaper is just $0.5 above game + ost, hmm maybe the ost can be nice to listen while I workout...

But notice that all of these comparisons are between your products, any of the cases is a win situation :)

Don't be afraid to charge, people that get the game for free can be considered "rewarded" for being the first ones to trying your game, so is fair that they got it for free.

Don't be afraid to charge, people that get the game for free can be considered "rewarded" for being the first ones to trying your game, so is fair that they got it for free.

That was always the plan, to get feedback early in the development process and then gradually increase the price until it's feature-complete.  It even says so on the landing page.  It's was just the timing I had a problem with.  It's been less than a week and I feel like itch, the website has been constantly trying to hurry the process along while itch, the community has been collectively dragging its feet. 

Game + Soundtrack

Can't do a soundtrack, it's not my music to give.  ( Again, it says this on the page you're critiquing. :P )  I figured I'd start doing this by bundling my own games once I get more than one made.  Maybe I could do an HD/SD thing.  I dunno.

Can't do a soundtrack, it's not my music to give.  ( Again, it says this on the page you're critiquing. :P )  

It was just exempli grantia :D

Deleted post

I brightened up the header on the landing page and tweaked the favicon.  It's still a dark page, by design, but I think this made a difference.

Deleted post

Overhauled my screenshot production process and took some more recent ones.  I really don't know what else I could be doing wrong.  The landing page is definitely the weak link.  People apparently go to the twin stick shooter genre page, see the animated gif, click on it, find out that the game is pretty much exactly what the animated gif made it look like, in a landing page that you guys claim is excellent... and then they leave without buying.

What am I doing wrong?

Admin moved this topic to General Development

Like mentioned earlier, It would be best practice to start charging after you feel the product is now done if it is "early access". This would be fair to the customers if you do not finish.

It looks fine, but not amazing. Here's what I would be inclined to try:

  • The star texture in the bottom of the header image looks a bit crap. It gives me an immediate impression of low-effort cheapness, and it's clearly avoidable because the stars don't look like that in the screenshots. Sorry if that sounds a bit harsh, I think the game art looks really nice, but the header is not representing it well.
  • I'm not really a fan of the stars as a background of the page. If you could have stars in the header that matched the background, so that it looked like the ships were fighting on the page, that might elevate it, otherwise I think they are kind of distracting.
  • The text feels a bit cluttered. A bit of colour in the headers and the bolded text, and a bit of space between the bullet points, would make it more readable I think.

Does your game have any sort of story/narrative? If so you should definitely mention it.

Your trailer could be improved by cutting together action from lots of different battles, rather than showing a single battle in its entirety. That would make it a lot more exciting, I think.

I don't really have an opinion on when to start charging, sorry!