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If I can be honest, the #1 factor in how much a work sells is publicity. The #2 factor is the amount of content. And #3 is quality. All 3 are important, however:

- No one wants to pay for only a few hours of content.

- No one will buy sonething they don't know exists.

- Incomplete and buggy games deter people.

- Very few people want to pay per update.

- Money IS positive feedback.


So if you're relying on patreon for funds, make sure the game is publicized outside of patreon, make sure each update is mostly free of bugs, and make sure content releases have a good amount of content while you give tiny extra pieces to patrons.

You have all of these down except for G7K itself having an itch page. G7K takes at least a day to read, so content volume is already solved and it's not even 10% done yet. That means once it's finished "full game only" buyers will 100% buy the game, especially if that version is also put on steam.

That said, although money IS positive feedback, you'll get far more comments on itch than patreon. So just make sure public demo versions are updated on itch if you want a lot of verbal feedback.

And a few months definitely isn't long enough to tell whether a game is going to sell or not. Especially with h games, they're a niche, and niches sell well but take a while to get noticed first. Once your games are noticed by more users, you'll make bank.

That said, your current plan to make a short game like Alice, if it has enough content to last longer than a few hours, is definitely the right option right now financially. It will get you quick bank while also bringing more attention to you and your games.