Congrats on the launch! I would say though I think you should up your price to at least $9.99. A $3 game makes me think it's low quality, which it's not. So you ought to price your game appropriately.
I don't know... at $10, I almost certainly would have just passed. At $3 I decided to buy it, and then when I saw the source for a couple of bucks more I bought that too.
Show HN: Mazelit - My wife and I released our first game
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Re: Show HN: Mazelit - My wife and I released our first game
#42The website is something else! https://something.pink/ . It is really fun to use. Privacy being the bathroom is funny!
+1 really well made. I wonder if there's a framework for making these kind of websites?
Re: Show HN: Mazelit - My wife and I released our first game
#43Re: Show HN: Mazelit - My wife and I released our first game
#44Re: Show HN: Mazelit - My wife and I released our first game
#45Congrats on the launch! I would say though I think you should up your price to at least $9.99. A $3 game makes me think it's low quality, which it's not. So you ought to price your game appropriately.
Re: Show HN: Mazelit - My wife and I released our first game
#46Earlier quoted context omitted.
Pricing is a funny thing. You'd think lower prices would lead to more demand.
It is indeed. It turns out that the classical ‘supply and demand’ relationship only makes sense in fairly restricted settings. When it comes to consumer products like entertainment, it’s far more about psychology than rational value estimation and calculation. If your product isn’t selling, (paradoxical though it may sound) raising the price can be a much better idea than lowering it and potentially both tarnishing y…
As somebody who has released several games and apps where some did well and others were crickets it seems like a combination of randomness/timing, visibility (related to the previous), and simply - is it good or not? If your game is amazing people will jump through hoops to try to play it. You can sell a great game for $40 or $60, and a very great game for $60 then $15/month to keep playing.
But you can't raise the price on a low-quality product and expect a great sales response. A lot of investor types say this out of hopes, or because they want that racehorse to run faster, but IME it's: Is it good? Charge market. Otherwise, free or freemium, you might even have to give away the code to get developer interest to help.
Re: Show HN: Mazelit - My wife and I released our first game
#47Earlier quoted context omitted.
Pricing is a funny thing. You'd think lower prices would lead to more demand.
It is strange. Games have well defined pricing tiers that players and developers have worked out over time. $3 is generally considered somewhere between "trash you buy as a joke" and "a very short game without much in it". Does anyone know if there's any other markets that work like this? I can't think of any. Games going on sale at launch also makes me assume its just because no one is buying it, but apparently more…
Re: Show HN: Mazelit - My wife and I released our first game
#48Re: Show HN: Mazelit - My wife and I released our first game
#49Does it work on a Steamdeck?
https://steamcommunity.com/games/2816120/announcements/detai...
Re: Show HN: Mazelit - My wife and I released our first game
#50Congrats on the launch! I would say though I think you should up your price to at least $9.99. A $3 game makes me think it's low quality, which it's not. So you ought to price your game appropriately.
A price of $3 may be an impulse buy for some people, while a price of $9.99 may be a pause to evaluate that against other purchases.
Customers with higher disposable incomes can be targeted with additional content (DLC) or digital merchandise.