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How much would you pay for my asset pack?

A topic by Netherzapdos created Oct 08, 2023 Views: 694 Replies: 4
Viewing posts 1 to 3

Hi everyone! I recently started my asset pack journey here on itch just over a week ago and have had some success with my first asset pack Pixel Spaces, at least considering my current status here. 

As of the past few days it's been getting consistent large views and downloads but majority of the downloads are from the free/demo pack and not the paid one. The free pack only contains a tiny portion of the entire asset pack. My asset pack is priced at 15$.

I am interested in knowing how much you guys are willing to pay for the kind of asset pack I am creating. For context, my justification for selecting the base price is:

  • Tons of assets & tileset (500+ assets as of now). All assets are separated into individual png & spritesheet/tileset forms.
  • I consider it high quality work with consistent artstyle
  • Regular updates that brings new assets to paid owners
  • Paid owners have the freedom to request specific assets 

I noticed that some asset packs that seem similar to my asset pack's theme (like Modern Exteriors) are priced significantly lower, which really surprises me because I can't see myself valuing my work that low. But perhaps that is the way in this industry? Or perhaps they already have an established audience and can easily get hundreds of paying users. I would say the lowest I can go is 12$. How much would you pay for my asset pack?

I can't answer your question because I don't use pixel art. But in general, graphic packs are priced low - in all the stores. The artists hope that enough people will buy it to make it worth their while, rather than making enough money per sale to justify the work.

But I can offer you these tips:

Option 1:

  • Upload your main package with the price of $15. Place that first. That makes it obvious that people must pay for the full package.
  • Place your free package second and mark the block that says: This file is a demo and can be downloaded for free.
  • You should be able to reorder the uploads without re-uploading the files.

Right now, the download button at the top doesn't make it clear that it's just a demo you're getting. This way it's more obvious.

Option 2:

  • Split the pack into smaller packs.  
  • For example, place every room in its own pack for $1-$2. Place the characters in their own pack for x amount etc. 
  • Then offer a bundle deal as a promotion if people buy all of them.  
  • If someone just wants part of the pack, it's easier for them to afford.

Option 3:

  • Split your demo and paid pack into two projects.
  • Mention in the demo - it's a sample of the paid project and give a link.
  • Mention in the paid project, there's a free demo with different license terms and give a link.
  • It will solve the problem of having so much information on one page and that people might see the one license and think it applies to both packs (i.e. they won't pay because they think commercial use isn't allowed).

Ah interesting, I always thought people would prefer a full package instead but I can see how separating certain aspects of the pack would be better, at least that way if for example they find my characters perfect for their game but don’t want to purchase the whole pack, they can just get the characters pack.

As for differentiating the two packs, I do feel like people are being confused by that and I need to clarify it better 😅 I always thought people knew that the “Free” pack in a project that contains another paid or “Full” pack would be a demo of sort, but no harm in clarifying it further.

Thank you so much for the insights!

The market decides what it's worth - if it's not selling, you need to lower the price. I had to do that with a few of mine recently.

Speaking subjectively, I'd say that your assets are just fine. You're right that they're of decent quality and a consistent style, but they don't stand out.

I'd disagree that they're similar to LimeZu's work. Yours is a lot more vibrant and stark. That's fine, but lean into it. Look at people like Goodgis who have a similar style. 

Speaking from experience you'll get more interest from a unique style than you will from contributing to the vast pool of generic-styled art.

Yep I’ll have to give it a month or so I suppose and see how it goes with the current price. I couldn’t find a proper competitor to my style so I thought Lime’s work was the closest but I guess it’s still not an apples to apples comparison 😅 I’ll experiment with more designs and see if I can come up with something more original, thank you for the feedback!