Extensive analysis. Nice to see someone post in those threads that actually did the deed and knows from experience.
I would want to add to this point something
Pricing is also a challenge - even a single dollar of price is a psychological barrier for many people
Know your audience and know your platform.
A single dollar game on Steam is actually a double barrier and being free on Steam is also a barrier. If it is on Steam, why does it not cost some 10 or 20 bucks. Indie titles that look like they have some production value usually have that price range.
Of course you should not overprice your game; Steam has a defacto no questions asked refunds policy within 2 hours playtime, and people will use it, if they think the game delivers not what was promised. Also, negative reviews. And they are public.
One could mirror the pay what you want from Itch to some extent by having a free game on Steam with a few bonus dlc, like the buy-me-a-coffee artwork collection and, give-me-more-money-because-you-liked-the-game soundtrack.
And of course you can have a free demo on Steam as well. But I do not see many games using that feature.
But I for one also get suspicous about 1 dollar games on Itch. Did the publisher not grasp the benefits of pay what you want? If you set a minimum price, I think it wiser to have the price be 5 or 10 bucks and make a sale at the usual sale times around the year, even down to 1 dollar, instead of setting minimum to 1.
This all assumes of course that we talk about a game that is worth a couple bucks in comparison to all the other games, and not only because friends and family told the developer how good the game is.