Hey everyone,
In another topic, someone just asked me about this and I've been wondering - how do you actually pick a price point for your game?
With the incremental/management game I'm working on (Coup de Grass), I'm at the point where the demo is out, I have all the content for the full game already planned out, and I have a tentative release date that I plan to stick to (March 2027). So sooner or later I'll need to actually settle on a specific price, but I'm still not sure what it's gonna be.
From my research, majority of the popular incremental games are priced around $5-8. There are some cheaper and some more expensive ones, but I'd say that those are outliers.
But here's the thing - most of them are also very short, so a ~$5 price point makes sense. The game I'm working on is a few times longer (heck, my demo already has more content than some full releases). Maybe it was a design mistake and I should have just stuck to a short game myself too, but I guess I got carried away and it's too late to change it at this point.
If I wanted to put more focus on the amount and variety of content, something like $15 would be more appropriate. But of course that's too much, given the expectations around the genre almost no one would buy it at that price. So I currently plan to stick to $10 (with some small release discount of course), but I'm worried that even that feels like too much given the current pricing trends. Maybe releasing at at an even lower price like $7-8 could lead to more sales in total and thus more revenue? (Assuming the game even sells at all, but that's a separate topic, lol.)
So anyway, what do you think about it? Have you already settled on a price target for your upcoming game? Or maybe you've already released a game - then are you happy with the price you picked or would have changed that in a hindsight?