Follow

If I do sell my game, what would be a fair price?

The game will be FOSS so you can freely redistribute it, either way.

Dev thread:
gameliberty.club/@xianc78/1148

· · Web · 5 · 6 · 4

So it seems like most people agree with me that $5 is a reasonable price. I'm going to go with that, then. I just need to balance the difficulty and compile a Windows binary along with Linux and I'm done.

Though I wonder if the recent situation on itch will affect any potential sales, even though my game doesn't contain porn and the current situation isn't itch.io's fault because I bet some people are boycotting itch anyway.

@xianc78 it's hard to say without seeing the actual end finished result, but considering Steam, overpricing your game is a death sentence. I remember randomly seeing a dev shilling his Steam game and it looked like... a whole lot of nothing for 10$, bah
@xianc78 obviously, Steam being Steam, with the 100$ entry fee, you may never get any returns on it, so that's probably not a good idea

itch.io would probably be more like it, but I don't know if you pay anything to be on there
@xianc78 yeah I thought about that on after my first post, but yeah, probably an immense amount of games that never get their 100$ back

But yeah, pricing too high is a bad idea. I think itch has a function to force you to pay for a min (1$?) but you can also set "pay what you want"

@xianc78 if it is FOSS and people can freely redistribute it, then i would make it free and just ask for donations. people will pay what they want if they want to. personally i'd chip in a few dollars if it's fun.

@beardalaxy Charging for it guarantees that at least some people will pay for it. At least one person would have to buy a copy in order for it to be redistributed.

@beardalaxy Also, I remember you saying that it took awhile for someone to finally purchase the deluxe edition of your game.

@xianc78 maybe like, a couple days? but i haven't and probably will never make back the money i spent on it, wasn't really expecting to. just wanted people to play it, mainly.

if you do want to charge for it maybe either like $1 as a formality or like, i would probably pay like $3 for it based on what i've seen so far. definitely let people pay more if they want to though i'd say. if you don't want to go with that method of letting people pay more, then maybe $5?

it does also depend on how many levels it has and how long you can play it too. maybe a good idea would be to price it at $1 per level you have.

@beardalaxy There are 20 floors in the game. No way am I charging $20 for it.

@beardalaxy The dungeon is divided into 5 sections with 4 floors in each one.

@beardalaxy That what's I was thinking. If I was doing a full-length game, I would probably charge $10, but I don't consider this "full-length", so I feel like $5 is reasonable.

@xianc78 @beardalaxy
>At least one person would have to buy a copy in order for it to be redistributed.
not unless you're distributing it like spender does with grsecurity
@beardalaxy @xianc78 some non-game free software releases their installers behind a paywall which is the best of both worlds in my mind, because it justifies the build costs while still allowing for their software to be repackaged by distros or built on one's own machine. i don't believe "donation-only" to be the absolute smartest because then people are usually gonna ignore the donation link, unfortunately
@xianc78 to me $10 is the maximum I will spend on buying a random game in a whim if it looks good tho depending on the length that will change my opinion. Linear story game with limited replayability $5-8. A more arcade style game with hefty replayability or around 5 hours of content atleast $10. I’m more likely to buy games in a whim then most tho since I just will randomly buy indie games if they look even remotely good to me.

@KaiserKitty I generally agree. If the game was "full-length", I would say that $10 would be a reasonable price, but I don't consider this game full-length.

@xianc78 If you really dont care about making too much money low balling the price to the average hours of playtime can help generate impulse buys which is likely what a game without marketing means to not immediately die. You basically need 5-15 people to impulse buy your game based on the page for it to get picked up into steams recommended.
@xianc78 i like bandcamp's "pay what you can" model, especially for anything involving creative works rather than providing a service
@xianc78 now since yours is free software (i wish more games released with their sources) i'd probably frame that like "charge $10 on steam/itch/&c, charge for any binaries you compile, and let people build the source for free"
@xianc78 Hi. I saw Your game. I am on itch too.
We can help each other in gaining visibility for our works.
I can rate Your game, You can rate mine.
When things have more rates on itch, they are positioned higher, more people see them and are interested. OK?
Sign in to participate in the conversation
Game Liberty Mastodon

Mainly gaming/nerd instance for people who value free speech. Everyone is welcome.