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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

#41
post #11

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.

That's why you price it at $7 and down to $3 during sale

Re: Show HN: Mazelit - My wife and I released our first game

#42
post #32

The 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?

found in the sources that babylon.js (https://www.babylonjs.com/) is in use.

Re: Show HN: Mazelit - My wife and I released our first game

#45
post #11

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.

Do commenters like this ever stop to consider people who cannot afford to pay higher prices, before encouraging creators to arbitrarily raise prices higher than the creators have already calculated? Do these commenters ever stop to analyze their world view that leads them to believe the litmus test for quality products is whether the product is priced like an Apple product?

Re: Show HN: Mazelit - My wife and I released our first game

#46
post #20

Earlier 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…

A lot of people who have never sold a digital product say stuff like this, but there's definitely a very obvious and gigantic market for low prices.

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

#47
post #26
post #20

Earlier 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…

When I was looking for a mattress recently, I wanted something affordable, but I shied away from really cheap options, because I was afraid they'd be very low quality. Similar reasoning could apply to many things.

Re: Show HN: Mazelit - My wife and I released our first game

#50
post #11

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.

Strongly disagree. A price of $9.99 may seem “quality “ to you, but may be out of reach for many people (including, but not limited to, those who are not in developed countries). I’d rather have a lower priced item that allows people to pay a lot more at the time of purchase or perhaps a reminder (not annoying, and only once) to donate/pay more on reaching a certain level.

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.

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