As a developer, I'm not always sure how much to give to itch.io. Will my game sell well? Or will it tank? I don't really know, but what if I set it low and it goes viral? I could make a lot of money! But I may not be able to set the % to itch.io for a bit, or know exactly when to. That could mean I get a lot of money, but itch.io could get little after the fact, even if I set it after, theres no guarentee that sales will continue (again making setting the % uncertain).
So I got to thinking, what about a scaling price cut feature based on sales revenue?
For example, lets say I set the itch.io cut to 10%, and set a scaling threshold at 1000$. So if I get less than 100$ in sales, itch.io would get nothing (or 1%), but for every 100$ in sales itch.io's cut increases by 1%, up to a maximum of 10% beyond the threshold of 1000$ in sales. This way, if I get very poor sales, then itch.io wouldn't get much, but if I get a lot of sales, it would automatically scale to give itch.io a better representative cut. This could also potentially be determined by total sales per week, month, or total sales in general.
This might help developers be more comfortable giving itch.io a cut of sales, since they don't know whether a title may do unexpectedly well or not. It could give them the opportunity to plan ahead should it unexpectedly turn a profit and want to share the resulting revenue accordingly.
Something to think about, heh.