Show HN: Mazelit - My wife and I released our first game
91–100 of 160 posts
Re: Show HN: Mazelit - My wife and I released our first game
#92Two gaming Hatters from Austria? Of course it had to be Sanja and János. I will check your game later on deck, but congratulations on launching :)
Re: Show HN: Mazelit - My wife and I released our first game
#93The website is something else! https://something.pink/ . It is really fun to use. Privacy being the bathroom is funny!
I gave up after watching the cake loading animation for 2/3 minutes. Might be a HN hug of death or something
Re: Show HN: Mazelit - My wife and I released our first game
#94Wouldn't it make sense to release it on Android as well, given it should probably be quite easy with Godot, or is that market just too saturated and attract cloners? Though you'd need to think about how to do the controls on touch screen.
Re: Show HN: Mazelit - My wife and I released our first game
#95Earlier 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
#96Re: Show HN: Mazelit - My wife and I released our first game
#97Earlier quoted context omitted.
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…
I think if raising the price of your game increases demand, that’s a textbook Veblen good.
It’s not that the high(er) price itself makes the product desirable — it just happens to help tell the right story about the product.
Re: Show HN: Mazelit - My wife and I released our first game
#98The website is something else! https://something.pink/ . It is really fun to use. Privacy being the bathroom is funny!
Re: Show HN: Mazelit - My wife and I released our first game
#99Earlier quoted context omitted.
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…
Well… obviously.
My point wasn’t that raising the price is always a good idea; it was that it sometimes is. It’s worth mentioning because even the idea that it’s sometimes sensible is surprising to many.