Hello everyone,
I am currently working on a project that I want to be free to use, but also monetized.
Itch is nice and has a lot of options:
- "Pay what you want", but it doesn't seem to generate much payments. (I get it, and don't blame anyone, free is great.)
- Pay what you want with a threshold for a Bonus/Reward.
- Essentially Free with Paid premium when reward are "external" to the game
- I assume Strictly superior to Pay what you want
- Free version and Paid Premium.
- Fully featured Free game/tool with "extra's" for buyers
- Seen/displayed as Free
- Paid version and Lite Free version
- Paid game/tool with a Demo/Lite/Trial version
- Seen/displayed as Priced
Now these are kind of the same (end result) but I feel like they might have different psychological and enticement effects?
For example, I feel like I am much more likely to Click or try a Free/displayed as free game. Nothing to lose.
However, perhaps it would lead to poor conversion to payment, people come in with a free product mindset.
I don't feel too attracted to paid tools, It has to be a pretty good value proposition because to even click it, it has to have sold itself to me from image and 3 lines desc. Afterall, I won't know there's a free trial to try it out until after i've clicked (shoutout to Mannequin for outplaying that). To be fair, if I got that far I'm pretty sure payment odds are much higher.
Maybe I'm overthinking this. Anyways, anyone has experience with the various Pay what you want/Free/Premium models? How did it go for you as a dev, you as a customer and what do you think is the best approach?
Thanks