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Taro

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A member registered Nov 21, 2015 · View creator page →

Creator of

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Thank you so much for taking it for a spin. I left you a quick note.
Hey, awesome! Thanks for the feedback. Not exactly sure what you meant by something being off. Hope nothing major. Yeah, I agree the learning curve may be a bit slow but I was constantly afraid of jumping to the hard stuff too soon and thought better safe than sorry. But boring loses players too, so it's six or one-half dozen, right? The timing. Unfortunately it would require a redesign of the entire game since many aspects of timing are based on the current speed of the player. Not just the timed gates but all gate movement as well as switch return is based on timing. Sorry about you losing progress. It should have saved your last game. I do have checkpoints in some of the later levels. I had more throughout the game originally but took a bunch out. Thought it was too easy with them in. BTW, did you find the MUSIC control? It's not the same as mute but you can switch to ambient noise instead of the music. Anyway, thanks again for the input.
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Thanks but it's already up. I decided to go freebie with it after all. You can always leave a comment if you like it(...aaand I guess even if you don't). And hey, if Sony or Microsoft ever pick it up I'll certainly give you beta-testing credit. But don't hold your breath. I'm not (^c ^ )

http://taro.itch.io/gizmo-gate-maze

Another great point. Although, not that easy for my puzzle game. I know the levels inside out and have no idea how long it would take for the average player to get through some of the levels. I think I may have made the first half too easy. On the other hand the difficult ones were quite time consuming to hammer out all the loop holes. I'm not even sure I got them all. Tested the heck out of it(more time consumption) but you never know. Sometimes you miss things other people see right away.
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"It might be idealistic but as a developer and a player I would love if the amount paid reflected how much the player enjoyed the game, not how much they expect to."

I hear that ;)

Great point. Thanks, Zarkonnen.
The main problem however is that large companies like Marvel/DC/Disney don't bother going after small vendors. Probably not worth their time. But if you're a legit schmoe trying to sell your artwork, say putting your own robot design on a night light, you are losing sales to the guy selling R2-D2 night lights. Sure, many customers may only have bought the R2-D2 but there may have been a significant number to have bought yours if Etsy bothered to police this situation a little better. It's not like they are unaware. But they ignore the situation as long as they can get away with it since they'll make more overall sales that way. And Etsy has been called out by their vendors for other dishonest practices but I've already gone way off topic here. In any case, as a vendor you're left with the choice to try to compete with dishonest vendors, risk doing it yourself, or staying out of it altogether...by trying something else, like making a video game ;)
I think you're referring to value-based pricing. The perception of a product's value based on its price. I guess freebies slip right under your radar, then.
Remember to post it here if you do. I'm sure many will find it informative.
Yeah, I hear ya. You're probably right it's not something I need to worry too much about. But I think I'm conditioned to be very conscious of copyright and in general IP protection. It's rampant in the graphic arts world(and in many others, I'm sure). Pretty much to the point it's considered acceptable. Ever heard of Fiverr.com? How else does an artist make any money creating a logo for five bucks? The BS is pervasive. Even on Etsy. Countless superhero items. I can't imagine ANY of them are legit. And Etsy just lets it happen. Anyway, I drifted off topic a bit. I try to keep a tight, heavy lid on my IP whenever possible. In this case, I don't think I'm losing out on much by holding out on downloads, so I've decided to go freebie and see how Leaf's “pay what you want” philosophy works out. Thanks again for all the good advice.
Well, I wasn't just trying to be kind. I agree that consumers have trouble spending money on ones and zeros while quicker to fork it out for something they can display on a shelf or in a *display* case. I have personal experience with that(not as much as others, though). But I do "get" that sense of value from something that puts some weight in your hand. I think it may be one of the reasons vinyl's made a bit of a comeback in the music biz.
Hey, thanks for your input! Many great things to think about.

Thanks, Wasteland Dan. I understand your point and have kept that in mind during development. However, much of that time was learning as I went. I'm actually a graphic artist who gave this gaming a shot. It's hard to separate the student game developer from the professional when considering the total time spent. The graphics, music etc. was much less time than figuring out all the game logic. Lot of trial and error. In any case, if I charge what's reasonable to pay myself for the time spent it would be a ridiculously high price. I'm already in the hole either way. Just trying to cut my losses.

Thanks again. I only have a Flash game and I've been keeping that in mind, but there's not as much to compare with. Good rule about price reduction. I also have one other factor to consider: If I put a price on it I have to allow it for downloads which increases the chances of pirating/reskinning etc. If I put it up as a freebie right away I can keep it as an embed and avoid that worry. Especially since I'm not finding much justification for more than a buck or two and I can't imagine any big download numbers.

Thanks, slimefriend. I'm in the same boat. I'm expecting to give it away as a freebie and hope for the best in promotional benefit. Just hoping to find some justification to slap a price on it.
Thanks, DasBilligeAlien. I never bothered to keep track since this was a learning project, so my development cost all consisted of my own time. But I like your highly professional approach and will certainly keep it in mind for the next project(if there ever is another). Right now, I've been doing exactly that: Comparing my game to others and getting a feel for price. I just didn't think it was necessarily the most effective way to come up with a hard number. I suppose if you compare enough games/prices a suitable figure may become apparent. It's just all so subjective.
Just curious how everyone else comes up with a price for their games.
Cool. Thanks, Mark.
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