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Jokes aside, it's hard to set a price tag for the game, while knowing so little about it. Sure, the graphics look really good and the story sounds interesting (you had me at "retro-futuristic"), but when you're thinking about a price, you also wonder about things like length and replay value.
But I can tell you this much:
- At 20 bucks I would suspect there's something wrong with it.
- At 40 bucks...considering it's your first game as a company, I would wait and only buy it if the reviews are tremendously good and they tell me it's special.
So I'd say 30$ would be the magic number for me, considering also that it will be a full release (as opposed to the early access trend).
What I mean is that I´ve always believed that:
*Higher price = higher income per unit sold but less units sold in total, meaning a lower overall income.
*Lower price = lower income per unit sold but many more will be able to afford the game and thus the overall income will be greater.
This becomes even more noteworthy in these days where you can sell your games at basically no cost, compared to back in the days where each game was a hard-copy with disc, box, manual, shipping fees etc etc.
The trick then is to find that sweet-spot where you as a game studio feel that your game generates enough revenue for you to feel that all your hard work has paid off, but still keeping the price low enough to attract a larger group of gamers.
As an indie team, first game title, lots of games to compete with (even if your game has some very refreshing elements to it!). I personally would say 15 - 20$. As a game it may be worth more, but again, less can be more in the longer perspective :)
So my suggestion is somewhere between 15 - 20$.
Lastly, (this is just a personal opinion) if you consider different versions like Standard - Deluxe - Collectors... Please do not include any in-game modificaitons for a higher price, not even cosmetical things.
I have always hated these unobtainable items that could only be owned by paying more for the same game. Deluxe versions should only contain out-of-game items like artbooks, how the game was made videos and so on.
Thank you for your return. We are gradually beginning to shape the price policy. We'll give you our throat after a little more research. We think the price limit is slightly below average because it is the game we developed first.
Our priority is to win everyone's trust with the price policy and making a good game. Our biggest goal is to become a game studio that produces sustainable projects. Already the first condition is to act with the community.
If we're talking about a game that can only support 4 hours of play, it should be about 5-10 dollars.
If we're talking 10 hours of gameplay, then around 20 bucks. So, yeah, I could see about $2 per hour.
HOWEVER ... I've been known to be satisfied paying more money for a short game that either has amazing replay value (new experiences in playthroughs) or that is amazingly clever or interesting.
So if you feel you've done something really unique ... I could pay more for that.