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Charging for sprites

A topic by Pop Shop Packs created Dec 11, 2021 Views: 416 Replies: 5
Viewing posts 1 to 4

Currently, I have many of my assets listed as free with an option to pay in my store. Although this has earned me some money, I've noticed that I've earned more money from my priced packs. Now, the obvious decision is to price all of my asset packs, but I'm worried that by doing so I'll be losing traffic to my store that free items bring. What do you think? Should I charge for all of my packs but up the quality of them? Or should I continue with having some free and some priced packs?

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your stuff looks great, the axolotl is super cool. personally i charge because it takes me a while to make, i have a couple free packs (if you wanna take a look haha) but i would price if you want to, maybe keep a pack or two free to keep some traffic going.

oh also any tips on how to make money from asset packs? ive made two dollars in the last year. any tips on advertising and stuff would be great (unless its a trade secret!)

(+1)

Thanks for the advice! Yeah, I think I'll go ahead and leave a few free packs, but price the other ones.

Social media is your friend when you have a product. Whenever I make a new asset pack, I post it on Instagram, Reddit, Twitter(I'm bad at keeping up with Twitter tho haha), and Game Development Discord groups. I have an ex whose parents run a small business, their advice is to learn how to promote yourself whenever possible(Though be professional. Don't spam ads, people will ignore you.)

Also, engage with other creators. This means being active on social media and play other creators' games. There's a lot of really cool games available for free on itch.io that are typically made by small teams or individuals. Show them so love for their projects and they'll often return the favor.  

Last thing, and I hesitate to say this since it looks like you're already pretty good at this, but make sure your packs are unique. You can find 93 individual slime asset packs on itch.io, but only one Beholder pack(which is honestly kind of weird since Dungeons and Dragons is so mainstream right now). Make stuff that no one else is making, and you'll drive up the demand for your art.

If you want to chat, feel free to reach out to me on instagram or twitter, my account is just Pop Shop Packs on either

i geuss its pretty easy to say why am i not getting veiws, and not give your fellow creators the veiws that they also want, thanks for the advice!

Hello, I would suggest you focus on releasing paid packs each with a free content demo. Just like I do. This way the audience gets to try out your pack and if the style suits their project there is a chance for them to buy the premium version of the game. I also think this is smart because once they claim the free pack, you can release updates and that will continue boosting your presence.

I would occasionally release some free stuff and post it on social media but as you mentioned in the post above, too much promotion leads to people ignoring or people start using your assets in games that are known as asset flips making the art seem like its low quality even if it is not (this is my opinion).

I also read your license! Hehe. I love the axolotl. Not relevant but I have a project focused on axolotls but its on hold since I got quite busy with life.

I hope I helped :)

Good luck my friend,

Admurin

I was thinking about the same thing. I was intrigued when I saw the thread title. Although I have been interested in pixelart for a long time, I decided to share it here. I find it wise to create demo content and then ask for money for more difficult stuff. Let them download the demo ones first and see if they're available. Then you encourage them to buy for the future if they like it. It will be an opportunity for them and for you. But I recommend doing your work sometimes in completely free stuff just to be an advertisement. To protect traffic. These are my thoughts.

Good luck. -Talha