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  Ashworld  (Read 27395 times)
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Offline orangepascal
« Reply #30 - Posted 2017-12-16 11:06:27 »

Hmm I think it could do with more success on Steam.

Cas Smiley

same goes for all my games Smiley 
it's been hard trying to find my audience on PC, but the sales are improving with each release, and I'm in it for a long-term so that's a good sign

the guy behind Orangepixel | twitter@orangepascal
http://www.orangepixel.net
Offline orangepascal
« Reply #31 - Posted 2017-12-16 11:16:00 »

Does the iOS version differ from the steam version in any way? I'm wondering what makes you charge 10$ more for the steam version.

Mobile and PC are the same version (one code-base).

So my idea on this is that my games are worth $10 easily, but the state on mobile is that a $3.99 / $4.99 premium amongst thousands of free-game releases, is already a tough sell (not just mobile, would be tough in any market with any product).  Some big companies are testing the waters with $9.99 + prices on mobile, but my kind of games (niche, pixel-art, made by just one guy!) won't do more revenue if asking more on mobile.  The $3.99/$4.99 is really a sweet spot for my games (after many experimenting).

as for Steam/PC, I'm still experimenting with the price-point. I had games at $4.99 on steam, $9.99 and now $14.99+  which according to some articles is a sweet spot for games. With the idea that games below $10 are seen as "cheap" and games above $10 are seen as worth more.. it's weird, and I have no idea if it's true, hence me experimenting with price points!

In honest, I think all my games are worth $14.99 on any platform.. but it's not a perfect world.

I also release on PC first, because PC gamers are the first to call some fictional "mobile port police!!" even if the game is designed for controllers and developed+tested on PC for most of it's development cycle Smiley    So by releasing on PC a few months before mobile, takes care of that.  As a bonus the mobile gamers than see a PC game come to their favorite pocket-platform, which makes it look even cooler! 

And finally, I always sell through my website first (using Itch) before it's available on Steam. For simple reason that I get a bigger cut of the revenue and thus can offer a cheaper price for my "fans" who buy my games at the early stages.


the guy behind Orangepixel | twitter@orangepascal
http://www.orangepixel.net
Offline zngga
« Reply #32 - Posted 2017-12-16 15:29:15 »

 Pointing For all of us looking to make revenue with our games, this is incredible information. Thank you.

My code never has bugs... it just develops unexpected features!
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline princec

« JGO Spiffy Duke »


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Eh? Who? What? ... Me?


« Reply #33 - Posted 2017-12-16 16:03:57 »

If you won't do less revenue @ $9.99 on mobile, then do $9.99. Because you a) condition your audience with $ = quality, and b) reduce the number of tyre kickers and support bullshit, while still making at least the same amount of money. There's also a chance you might actually think it's all been worth it in the end and make more games for the kinds of fans that will pay $9.99 for your games. Win-win.

Cas Smiley

Offline bmanmcfly
« Reply #34 - Posted 2017-12-16 23:14:47 »

Does the iOS version differ from the steam version in any way? I'm wondering what makes you charge 10$ more for the steam version.

Mobile and PC are the same version (one code-base).

So my idea on this is that my games are worth $10 easily, but the state on mobile is that a $3.99 / $4.99 premium amongst thousands of free-game releases, is already a tough sell (not just mobile, would be tough in any market with any product).  Some big companies are testing the waters with $9.99 + prices on mobile, but my kind of games (niche, pixel-art, made by just one guy!) won't do more revenue if asking more on mobile.  The $3.99/$4.99 is really a sweet spot for my games (after many experimenting).

as for Steam/PC, I'm still experimenting with the price-point. I had games at $4.99 on steam, $9.99 and now $14.99+  which according to some articles is a sweet spot for games. With the idea that games below $10 are seen as "cheap" and games above $10 are seen as worth more.. it's weird, and I have no idea if it's true, hence me experimenting with price points!

In honest, I think all my games are worth $14.99 on any platform.. but it's not a perfect world.

I also release on PC first, because PC gamers are the first to call some fictional "mobile port police!!" even if the game is designed for controllers and developed+tested on PC for most of it's development cycle Smiley    So by releasing on PC a few months before mobile, takes care of that.  As a bonus the mobile gamers than see a PC game come to their favorite pocket-platform, which makes it look even cooler! 

And finally, I always sell through my website first (using Itch) before it's available on Steam. For simple reason that I get a bigger cut of the revenue and thus can offer a cheaper price for my "fans" who buy my games at the early stages.



That's hilarious about "port police," wouldn't have considered...

Sadly, with android there's an overwhelming wall of crap that is free... which, call me old school, but I always liked the shareware model of, you get the first chapter free and it's x for the remaining chapters... but with so much flashy crap, I can see it being tough to stick out.

I've played a few of yours, and actually lots of fun (not that I expected bad, but for a solo / tiny team, actually competes with some much higher budgets). 

Not a fan that 5$ is a stretch on tablets, there are a few with higher production go as much as 15, but usually that's after a following had been built. 

Anyway, keep it up...

Offline orangepascal
« Reply #35 - Posted 2017-12-21 13:43:24 »



Ashworld is Game of the Day!
yay! Smiley

Was originally going to happen on launch day, but due to timezones, I had the game live a few hours too late.
So I was a bit worried (pissed) that I missed out on a huge opportunity, but today the game got "Game of the day" after all, just in time for the holiday !

(For those without apple devices, this is basically the front-page and first thing you see when you open the app-store.. so lot's of eyeballs!)

App store link:
https://itunes.apple.com/us/story/id1319406241

the guy behind Orangepixel | twitter@orangepascal
http://www.orangepixel.net
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