Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
If I sell software, I would make it cheap so I can get more good reviews ("$1 is too cheap for that high-quality game") and avoid bad reviews ("$10 for that piece of crap?")
I also found Kongregate. You get ad revenue and no extra programming required, but you can't host Ren'py games in Kongregate.
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I know how that feels, there are just too many commercial game haters around here when people who are doing it for free are just "mostly" dependent on their guardians.jack_norton wrote:Don't worry, on mobile you'll still get the "is too expensive" even if you price your game at $1
Sales doesn't happen magically, it needs marketing and can be a lot harder.
Commercial games requires a set standard otherwise it will fail w/the slightest mistake.
While I absolutely respect people who do things for free, I'm not stupid enough to mock/disrespect people who do commercial work in front of and/or behind their backs since they have higher risks, has to be innovative or has some gimmick to attract audience, and there's this need to take care of every team member.
Free game developers (especially dependent ones) should stop assuming what goes in commercial when they haven't got any experience with it yet regardless if they've read stuff about it or not. It's like reading information about how a bicycle works without actually riding it themselves yet. What if they're overweight and got problems balancing it in the way or so?
We're a very small team of developers from all over the world, with most of the founding members in Philippines.
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For me, the more places I have to input credit card info, the lesss I am tempted to go for a paid product over a free one. This is more superstitious than logical - I realize sites like PayPal may be no better protected. Howeer, not having to enter my credit card number in a service I already use makes me feel more comfortable. I don't mind paying for apps - especially to support indie devs doing work that interests me - but the payment method will have a big influence. Just another thought.
Commercial games use free art and public domain content all the time, but they can't have it be obvious, even sourced stuff should be altered if you can manage it and surround it with original content as well. So sometimes you may have to compensate by giving the consumer more of what you can create yourself or by lowering the price to a point that makes up for the lack of original things. Of course if something is still 90% free content I think you're going to see hesitance in purchasing it at all.clannadman wrote:What would you think of a commercial game that used free things like free art or music?
Is it wrong to charge people for a game made with public domain assets?
Do you expect 100% original assets if you're going to pay for a game?
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Even if legal matters don't arise, there's a lack of professional courtesy.
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