Lufinabina

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๐Ÿ‡ธ๐Ÿ‡ช ๐Ÿ‡ฌ๐Ÿ‡ง ๐Ÿ‡ฉ๐Ÿ‡ช | over 30 | tall hulder vtuber | silly lil gal | artist & shitposter


Slightly rowdy Skogsrรฅ (Hulder) Vtuber from Sweden with mossy mega mittens. I do 2D art and vseeface rigging sometimes.


I don't usually post that much nsfw or anything but my streams are intended for mature audiences. minors DNI ๐Ÿ”ž


Linkies ๐Ÿ—บ๏ธ
lufina.carrd.co/
Twitch ๐Ÿ–ฅ๏ธ
twitch.tv/lufinabina
YouTube ๐Ÿ“บ
youtube.com/@lufinabina

superfunc
@superfunc

the general mindset around game pricing has become so unreasonably bad, I don't even know what to say anymore.


charlenemaximum
@charlenemaximum

i know it's not a vast majority of people but the fact that there well and truly is a subsect of players who won't even spend a measly DOLLAR on a game should just remind you that if the culture does not value you, then you should value yourself. the people who truly want to support your work will do so in kind.

think about how many copies you need to sell of a $1 game, just to be able to say you made a profit. you lose so much money between payment processors, distributor cuts, tax between countries, etc. that you would need to sell like 30 copies of a game to make maybe $10.
you sell one copy at $20 and you make more money, and to be honest, much more genuine support and positive treatment for even bothering to make the game in the first place.

a person who is spending $1 on your game, more often than not barely values the purchase that they have made, and the kind of entitlement that i see from people complaining about the games they spent ONE DOLLAR on would honestly... well... actually, it probably wouldn't shock most of you if you've ever released a game publicly at all.

so, please, charge what you're worth. if you think your game is worth $5, charge $5. maybe even charge $7. charge $30 if you want! a bunch of games have done that and sold just fine. just please don't feed this ridiculous devaluing of creative work.


eniko
@eniko

i agree with all of this but also if you think your game is worth $5 charge $20. if you think it's worth $10, charge $20. if you think its worth $15, charge $20.

you can always reduce the price. you can always put your game on sale.

there is never* a reason to charge less than $20 for a game


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in reply to @charlenemaximum's post:

I keep thinking back to that Kotaku headline that said something like "This DLC is good but not $15 good" and all I could and still can think was okay, so it's bad. If this video game DLC is not worth the cost of getting Taco Bell delivered to my apartment than it just isn't good. Good things are worth at least small amounts of money.

For a lot of people a $1 price tag is less appealing than $5/10/20.

All the hassle of getting out your credit card for a game that not even the creator sees as good enough to justify the cost of a can of pop.

A higher price tag shows that you trust your game is good.

a few years ago i released a game for $12, which had a ton of single player game modes and online multiplayer with rollback netcode. three months later on christmas day i got a twitter DM from a player who was upset at me for charging more than $5 for it. the game was discounted to $9 in the winter sale at that point, but apparently that wasn't cheap enough to stop them from sending me a DM to scold me over charging too much.

all i could think of when i saw that message, other than my confusion over how someone could simultaneously care about a game enough to spend their christmas day writing that DM yet not care about it enough to think that it was worth $9, was that my audience would be full of people like that if i sold my games for $5 on steam. so i don't plan on doing that any time soon. i also thought "wow i need to leave twitter", which i did, but that's beside the point.