That's going to depend on what kind of game is it, won't it? There's a bit of a difference between a Flappy Bird clone with shitty Unity assets and an RPG with handcrafted graphics and environments and 30 hours of playtime. Your threads suck and you should feel bad.
Compare your game to other successful games in the same genre and of similar scope. Be realistic woth yourself in how your game measures up with theirs, and price accordingly.
Also, don't bank on going viral. Get some sort of advertising going, be it social media, banner ads, streamers, whatever. After a certain point, if your game is good people will buy it.
I'm cheap, so my buy threshold for most games is about $15. Even big budget titles with some patience. If it's a franchise or developer I love that hasn't been woke-washed I'll go up close to $30 if I'm caught up on the series and waiting for the next one.
These same rules would apply to a solo dev, although I'm probably nice enough to give them the full $30 if it's a game I would really enjoy playing with a high level of polish. I think about the closest I've gotten to that is a dev like Supergiant, and that's not even close to a solo operation. Still, it gets a fair shake.
Gender politics part of the story? If you pay me the $30 I'll play it.
10 dollars if its something generic, up to 20 if it is something relatively unique or niche. 99 cents if the game is for mobile.
My strategy, if i ever make something I think is worth selling, is to sell the game for 10 but offer 2 for 12. That way everyone will be encouraged to buy an extra copy and give it to a friend.
That's going to depend on what kind of game is it, won't it? There's a bit of a difference between a Flappy Bird clone with shitty Unity assets and an RPG with handcrafted graphics and environments and 30 hours of playtime. Your threads suck and you should feel bad.
He just seems young to me, like late teens or early 20's. Nothing too bad.
Compare your game to other successful games in the same genre and of similar scope. Be realistic woth yourself in how your game measures up with theirs, and price accordingly.
Also, don't bank on going viral. Get some sort of advertising going, be it social media, banner ads, streamers, whatever. After a certain point, if your game is good people will buy it.
I'm cheap, so my buy threshold for most games is about $15. Even big budget titles with some patience. If it's a franchise or developer I love that hasn't been woke-washed I'll go up close to $30 if I'm caught up on the series and waiting for the next one.
These same rules would apply to a solo dev, although I'm probably nice enough to give them the full $30 if it's a game I would really enjoy playing with a high level of polish. I think about the closest I've gotten to that is a dev like Supergiant, and that's not even close to a solo operation. Still, it gets a fair shake.
Gender politics part of the story? If you pay me the $30 I'll play it.
10 dollars if its something generic, up to 20 if it is something relatively unique or niche. 99 cents if the game is for mobile.
My strategy, if i ever make something I think is worth selling, is to sell the game for 10 but offer 2 for 12. That way everyone will be encouraged to buy an extra copy and give it to a friend.