Question: If our games cost a buck each, but didn’t have a demo, would you take a punt and buy ’em anyway just to find out if they were fun?
I call on thee, the great unwashed, to comment.
100 thoughts on 'For a buck'
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Question: If our games cost a buck each, but didn’t have a demo, would you take a punt and buy ’em anyway just to find out if they were fun?
I call on thee, the great unwashed, to comment.
Comments are closed.
I may be the weird one but no, I wouldn’t; I would wait for someone else to pick it up and write a review/tell me how good it is (this only applies to certain friends/journalists).
It’s not about the price, it’s about the lack of time and huge backlog; if I can’t/won’t get involved with a game I’m not buying it no matter the price.
If there were screenshots, I’d definitely would feel interested in Droid Assault and Titan Attacks. Ultra Tron is just meh, even after trying it. And of course RotT, but that’s just obviously a buy, even if for a fiver probably something still you’d get impulsively.
If there was media (screenshots, trailers, documentation, etc), then yes, if it looked good. If it was just a title on a page, then not unless I’d had a recommendation from someone else.
Meh. Don’t think so.
I’m one of the “Holy Crap too many games to play in my miniscule free time” types.
nope. the only thing that made me buy 4 of your games so far is having demos!
Never had any use for demo. No demo will allow you to use the most awesome buildings/units/abilities/levels anyway, so why bother? I’d rather wait for reviews/feedbacks.
Definitely!
I’d say up to around $5 if the screenshots look interesting. I have bought quite a few iPhone games that didn’t have a “lite” version. Regular updates are also a plus (not a problem for RotT, huh?). Seeing v 1.22 that was released a week ago is a LOT better than a year old 1.0.
An intriguing description, compelling screenshots, a cool name and a good high-res would surely make an impression and help it.
But most of the time, I would pick up a gameplay trailer. And maybe some reviews later, before dropping some bucks.
A good demo is generally more important to me than price. I am willing to pay a premium for a game that is genuinely fun (which is something that I can usually determine from a demo). I’ve experienced too many games that look good in the screenshots, but end up having just terrible game play and that are not fun. I’d happily pay full price for a game that I know is going to be fun than to gamble a dollar on one that might be just eye candy.
Adam Saltsman has an interesting discussion on the 0.99 pricing phenomenon. http://www.gamasutra.com/blogs/AdamSaltsman/20091206/3743/Bytes_The_099_Problem.php
any reason why my previous comment is being held up and others are passing through moderation??
No idea 🙂 It’s all manual moderation by me! When I get the time to look.
I would take a chance at least once regardless. You guys have not let us down in the past and I see no reason to distrust you’ll turn out a quality product now. Even without screenshots or demos, I would buy it.
I don’t live in the US, so a ‘buck’ is 61 pence. That’s less that one pound. Roughly the same as an app store game. It’s a huge bargin for the user, however, its clear that you would be selling yourself short . Losing more money in the long term, unless you charged for expansions. It would also give the impression (wrongly) that these games are only worth what you are charging. Making it look like its not really any good.
But if your asking: would I pay one ‘buck’ for the entire game, even though I didn’t have a demo ?
Answer: of course I would. I would simply ask what other people thought of the game, looked at a review, or even just the features and pictures to make my decision. However, I don’t think that it’s a good business decision.
If a blogger tell “it’s cool” and do a good review, I buy it!
No time to play demo. 🙂
Don’t do demo! Give hyperlinks to blogguer’s reviews and people will see how your games are good! 😉
I don’t know that I would..I just got an android phone and there’s lots of cheap games there. I’ve only downloaded the free versions so far, though I’ve paid an extra $3-$5 for apps that I tried and liked. I think two things factor in –
1. the app store format makes it easy to make micro-payments, and feel relatively safe that my credit card info, etc. is not going to be stolen by the small shop making the game.
2. There are a lot of really crappy games to sift through, and almost everything has a decent rating. If I paid $1 for each game on there just to try them, I’d wind up spending a lot before I stumbled upon a good game. The demo doesn’t have to be very long or complete, but I think I need to know what I’m getting into before paying anything.
I wouldn’t punt a buck blind unless I’ve heard about the game already from others.
I would download a free demo any day just based on marketing that I find interesting.
I often buy iOs games for which there is no trial, based on the app’s description, screenshot and user reviews. I almost never try/buy something that’s not rated at least 4 stars.
It’s a tough art to provide a trial that’s short – or limited – enough, but still allows for great user ratings and willingness to pay to play the whole thing. I suggest you start with no trial first and see how it goes. After all, it’s not like you couldn’t change the price of your iOs games anytime.
That said, RotT’s competition is usually priced around 5$ on iPad, not just 1$.
Definitely not. PC games are so unreliable that a demo is pretty much mandatory just to see whether the game works. Buying a non-working game for one buck is a trivial loss, but I know that in such a case I would still feel cheated. As a Linux user I also really appreciate your support for the platform (Go, Java, go! 🙂 ) but considering the quirks of all the different distros, being able to test a demo is even more important on Linux.
If we’re talking about desktop games then probably not. Although I’m a big fan of your guy’s work you get what you pay for in the end. I guess my rationale is best explained with a car analogy: I wouldn’t buy a $200 car (or a £120 for you Brits) and expect great things like longevity and features from it.
That’s where the demo would have to come into play, then making the difficult choice of “what exactly is this worth?”
Ars Technica did a really interesting article on indie game pricing and the importance of being cheap, but not too cheap.
http://arstechnica.com/gaming/news/2010/12/low-prices-low-expectations-ars-looks-at-indie-game-pricing.ars
If you had all your games up on Steam at a low price, I wouldn’t buy them. But, if they were more expensive, and then went on sale to the same low price – I’d step over my own mother to input my card details. =)
I wouldn’t, even for a dollar; to me it’s an issue of commitment. If I’ve paid actual money — any amount, even $1, for a product, I’ve made this sort of mental commitment to spend my time playing it. If I then decide that the product is not for me, it’s going to be more disappointing because of that commitment. I like demos because they’re both finacially and emotionally risk free; I can delete a demo and not feel at all bad about it because the developer didn’t expect anything in exchange for it anyway, except a possible sales conversion.
With screenshots, videos and a good description, absolutely!
If I didn’t own them, and there were screenshots and descriptions I can’t see why not. They’re worth more than 1 dollar, so it’d definitely be worth it 🙂
Hell yes. Obviously there would be screenshots. Who would release a game and not give a description or include screenshots? Those are obvious. The Demo, wouldn’t really matter. As long as the game seemed like something I might enjoy I’d be willing to take the leap.
Here’s the problem. Can you make it worth my buck? If not, then don’t bother. If you’re looking to release a game with 15 mins of play and no replay value then you’ve already lost the battle.
If you’re serious about something like this then I suggest you look at the game called “I made a game with Zombies in it!”
That’s an example of how to make a game being sold dollar, and is worth a dollar. Apparently it is worth many dollars, since the dev (Ska Studios – James Silva) has probably sold more copies of it than you would care to guess at. Let’s just say he’s made a hefty profit, and if you’re worried about your profits / income – well, he’s not. 🙂
Be smart about it and you could make some money while offering something entertaining and valuable (in the real sense of the word).
Each game would have a video of it in action (like the Revenge video for example), a bunch of links to reviews, a few soundbites, a fairly comprehensive description, some screenies, and then a big fat BUY IT FOR JUST $1! button.
The idea is, basically, what would be the most awesome is that everyone who happened across Puppygames by accident ended up giving us $1 for a game.
One thing I’ve been thinking about with demos is that with a typical conversion rate of demo to sale of only 1% or so, that really means the demo give 99 out of 100 people a reason not to buy it. Like the demo turns off rather more people than it turns on. I got to thinking this because to date Steam still doesn’t have a demo of Revenge, and yet it sells a few copies every day anyway, even at $15.
I don’t follow the logic of “the demo give 99 out of 100 people a reason not to buy it”. By the same token, if one out of 1000 people who visit the RotT website buys the game, you could argue that having a website gives 999 out of 1000 people a reason not to buy the game.
Canute pretty much summed up my view on this. I care about three things: gameplay, gameplay, and gameplay. Screenshots are useless. Reviewer ratings are next to useless, since enjoyment of different kinds of gameplay is such an individual thing. Video clips _might_ be helpful, but a meaningful demo is the only way to know for sure that you’re spending your money on a worthwhile product. And, as others have noted, once this is established you can set the price point much higher.
interesting point…so let’s imagine that rather than 1/100 people who try the game buying it for $15, you had 15 buying it for $1. The plus side is same amount of money, but bigger player base in the end. Though maybe those 99 that didn’t buy the game after playing the demo would still have told their friends about it…Honestly, if you’re going the super cheap route, I think “pay what you want” is much more appealing. Since it feels more like free, with an optional tip. I think you’ll find very few people are willing to go through the trouble to enter their payment info and pay under $1. It also gets your foot in the door. With the humble bundle, I actually paid somewhere around $30 by the end, having bought it for friends and the like.
The $1 price tag makes it seem like a cheap game, which makes me expect that it’ll be either really crappy, or really short. The ‘pay what you want’ concept makes me feel special and somewhat connected to the devs. It gets me in with the promise of a good deal, and then encourages me to contribute with the warm fuzzies that it gives me. Another thing I’ve seen around android market-place are apps that are complete versions for free, but that also have paid versions as a means of donating some money to the devs. Again, a nice way to ask for payment without being pushy.
If you are going to charge 1 buck, why don’t you try going free with ads? You would be getting something out of those 100 people who would try the demo, and probably earn more in the long run.
Also it would give you more people to try and play your games which would only do good.
If you feel that not everyone likes ads then offer a pay option to remove the ads.
I am VERY washed, thank you very much >: (
IGN has a review of Revenge of the Titans:
http://pc.ign.com/articles/117/1170812p1.html
I tweeted this to you Cas.
but thought I would share it here.
Not a bad review. Not a great review either… not sure why it was marked down for being challenging. Must figure out how to do an upgrade system that everyone likes in the next game. And even more “spiral of fail” mitigation.
I think its how different RoTT plays from most TD’s which to your credit is what attracted me to the game in the first place, I think after as many TD’s as their have been, all following the same formula, here you come with something different thats quite the learning curve.
It causes shock in some people, or they curl into a ball crying how “hard” the game is.
some just adapt and play over and over again till they find a way to handle it.
no, i still think its really hard
I have a big library of Steam games (95% indie), a lot of which I’ve never even played, because the screenshots and/or video looked interesting and the games were a couple bucks (most were at least under $5). Being that Puppy Games screenshots are always beautiful, yeah, $1 would be an insta-buy for me.
I think it might be an interesting idea to consider for your older games you’ve already released, but I wouldn’t try it on new PC/Mac/Linux titles. However, I don’t know how your game sales were, so it’s impossible for me to tell you which is better.
If your goal is to market and sell games through Steam / other desktop digital distribution and you want a low price, maybe keep it $5-10 because that seems to be the norm for indie games (but again, I don’t know if the number of sales at $1 would bring in the same amount of money as less people buying it at a higher price). But if your games are on iOS / Android, I’d recommend to keep it under $5. Revenge of the Titans is a very complete game, and if released for iPad, let’s say, it has some good chances of becoming popular there. I would buy it, as I’m sure a lot of other fans and people who heard of the original version (and the press might be good since you’re associated with the Humble Bundle).
Back to the original question, I’m not a demo person. For most games, I’d honestly rather have a lots of screenshots and official gameplay trailers to look through. If I’m on the edge about buying a game, I just watch a whole bunch of gameplay and maybe read discussions about it from gamers on sites like Reddit/gaming.
Personally, if there WAS a demo, I wouldn’t mind paying $5 or $10. The market is too saturated with demo-less games anyways. We’re talking about the android/iOS market right?
I would not buy them.
I prefer to spend a bit more money and be sure that I’ll like the game. The process of using my credit card or paypal account is already an effort.
I don’t think so, I limit myself to a certain number of games a year, regardless of price. While price is a factor (I can’t image paying for blockbuster games), the main one is: “do I want to own and play this game?” Bought ROTT through the bundle, by the way, and have been really enjoying it.
By the way, as a Linux user, demos that work on my computer are important to me. The last time I contemplated buying a game, I decided against it because the demo ran poorly on my machine, the system requirements weren’t clear, and the game had no track record on Linux.
Now that I know PuppyGames, and I adore everything you’ve done, yeah, I’d probably do it; however, if I didn’t already have the pleasurable experience of all your progretro goodness, I probably would not (except maybe for Droid Assault, because Paradroid is an old favorite, and what led me to your site way back when….).
I usually don’t play demos, I read reviews and maybe watch a youtube vid of the game in action. So there not being a demo wouldn’t really bother me.
Sure, it’s just a buck. I may not be rich, but a buck ain’t much. I’m willing to take a chance like that.
Yes
As a rule, I never buy anything unless I understand what it is pretty well. That generally means a demo. However, if there were very good reviews for a game that cost only a dollar, or if the production team had a good track record with me (you do) then I might buy a game for a dollar, sure – especially if it was on Steam.
I would buy a game based on the company’s reputation for making great games, as well as screenshots/media. It’s like the lottery – you pay a$1, you might win $1000, or you just lost $1…
If there are no demos but there are reviews and screenshots I’d get it for 1$
If you have good videos to show both some game play mechanics and style and how immersive the game is… that would probably be as good as a demo.
Once the price is below a certain point ($5?) then it is as much inertia of going through a secure purchase online as the money.
Without any previous relation to the developers: No.
As a previous customer (having played RotT): Yes.
BTW just in case anyone thinks we’re going to have a $1 sale – we aren’t 🙂 We only get about 30 demo downloads a day as it is. And for some reason right now we’re only making about $50/day – not sure why but it’s pretty seriously a lot less than we need to keep going. Hence, thought experiments about what we might do to improve the situation.
I did buy an ultra bundle without looking at demo or even screenshot, because RotT was great and you make Linux version. So yes i would probably would buy your game for 1$ without demo. However if would end up bad I would reconsider before buying next one without trying.
Normally, I check for trailers; the fact that you offered a demo was a plus. The RotT trailer was awesome enough that I bought the UltraBundle. If you charged $1 and offered a linux version, I’d try it even if you didn’t have any trailers.
I bought your Ultra Bundle at $9.97 simply because I knew it was compatible and had seen screenshots, no demo. So yes, I think I would pay $1 without having to play a demo.
You do deserve to make more, I came back here to buy RotT. Native support for my system was important, but you had advertised it’s compatibility so I was satisfied enough not to download the demo first. I was at first bothered by your requirement that I stay online when I play, but it doesn’t seem to be technically necessary since the games run fine offline.
I don’t seem to recall our games stating that they need to be online to play…? (Oh, except the old Webstarted ones)
I suppose I had misinterpreted this in the confirmation email:
“All you have to do is remain online and run the game, and when prompted enter the email address you used to make this purchase.”
Saw it as two separate conditions to play the game, not as a summary of what to do to register. 😛
Actually the phrasing is a bit anachronistic isn’t it… nobody “goes offline” any more these days do they.
Without a doubt. With a couple of screenshots and a brief description, I’d be more than willing to take the “risk”.
Yes! I often buy apps under $2 just to try them. The current thing is to sell apps cheap, a lot of others are doing it, I’d buy yours at that price. I’d also buy it for a friend or two to discourage them from piracy.
Hell yes I’d go for that offer!
no one likes to buy something based on screenshots only.
Sure just 1$ is very tempting, but I would rather pay 2$ to be sure that the end product is working on my system and it’s fun to play.
I would need something. Screenshots or video. Not just a name one picture.
No, I don’t buy games in general, still haven’t bought the ultrabundle.
$1 games I would only consider after a praising review, more from peers than professionals. Steam is a good platform where there are some bragging rights of quantity over quality, which is a trap a fell into once. The Humble Bundle 2, I bought was for some of the other reputable games, was how I discovered the amazing PuppyGames team behind RotT; just some food for thought.
PLEASE bring your other games to Steam though 😉
Possibly.
BUT, I’d hate to see the PC Indie scene fall into the AppStore $1 trap. Indie games for PC are acceptably more expensive than iPhone games (which I do buy a lot of in honesty) as you expect to get more ‘serious’ play from them. You expect to be sat at your computer for notably longer than you expect to be sat with your phone.
There was a great analogy I read recently, comparing games to chocolate cake, essentially saying that you don’t go into the supermarket for a treat and come out with a value choccy cake, you indulge, treat yourself and get the fancy one. And when you walk out of the shop, you know you’ve for something tasty that’s worth the extra pounds. Same goes for games. Spend the little extra in expectation of something extra, something treat like and indulgent.
We all like a bargain, like with your $9.99 bundle, that’s a bargain, but its not so cheap that its throw away.
Just my pennies worth.
You can make a LOT of money by going for volume sales, as I’m sure you’ve noticed from other sites like the App Store and Steam. It may be worth it, there are plenty of people willing to footsoldier and spread the word.
I know plenty of people from various forums who jump on Steam sales if there’s even a hint of a bargain, with huge backlogs they’re never going to play. Still doesn’t stop them from bargains. Hell, I buy any SteamPlay game on sale myself. Getting quite a backlog. ;p
I’d, uh, I’d still like my HIB Mac version of RotT to be activated on Steam. I don’t know what their problem is. Huge underserved market here.
Sure I would. A Buck is not more than a ball of ice-cream here, so it doesn’t bother me to spend a buck (0,70€) for a piece of software even if it wasn’t that good, just to find out, that it is/isnt good (but your games are!)
I’d have no problem spending $1 on a game if it even looked remotely fun. In fact, I thought the price on the Ultrabundle was enough of a bargain to warrant its purchase without trying the demos.
I’d buy all of your games if they were each priced at a dollar. That’s about it.
I’m already a dedicated customer, and would snap up anything you blessed with the Puppygames brand at any reasonable price, demo or not. Looking back to my first purchase (Titan Attacks), I would have unquestionably purchased at the $1 (or $3) price point, but only because I’d already read a positive review which directed me here in the first place. For comparison, I’m often willing to pay up to $5 for iOS games based solely on reviews (toucharcade!), screenshots, and placement within the top sellers.
Monetizing content like yours can be tough, but I am very hopeful that you guys will continue to find new ways to do it. I hope your iOS ports go well; I will definitely be re-buying to play on the go. You might consider a “pay-to-cheat” or other micro-trans model — I know I’ve forked over plenty of extra money for the games I’ve enjoyed most (Solomon’s Boneyard, Solomon’s Keep and 100 Rogues).
Yes, for sure.
Largely because of your visual style, especially with ROTT, something about it really enticed me.
From someone like puppygames, sure. With a few decent imagegrabs and a big fat 720 vid of the gameplay and a few salient points on the title and what differentiates it from or likens it to other work that’s been done by the studio or other shops, a quid’s a bargain.
On a COMPLETELY different note, really hoping to see an offering from puppygames for mobile platforms sometime in the future. You folks could totally destroy it.
If it was developed by Puppy Games, of course! Otherwise, no.
No.
I tend to buy quality, not quantity.
(Not a reflection on your current offerings, but you indicate plural in “games”, as in many cheaper and hence probably smaller offerings, and I’m simply not that kind of customer.)
For a buck I can buy a lottery ticket. For a few bucks I can buy several lottery tickets. Who knows, maybe I’ll win a few million $$$$. Could happen.
I’d much rather buy lottery tickets. Sorry.
I might buy some for a buck each, but the real problem would be the inevitable drop in quality and depth.
There’s no way dollar games can be as good as the last two you put out (droid and RoTT).
How about that RoTT sandbox mode for a buck or two?
Eh? EH!?
Please?
I would, I would. But I already have all of your games. XD
It seems that most of the replies come from people who know puppy games very well. It would be interesting to ask that question too to random gamers who have never heard of you.
I’d buy them if they were on Steam. I like having all my games in the same place, and I have ROTT on Steam.
I heard (I don’t know if it’s true) that Steam doesn’t want your other games because they’re too small. Why not make a “single game” which is actually the other three joined together? Call it “Titans & Droids” or something, maybe add a minigame that requires you to do stuff in all 3 to unlock extra stuff. That’d sell for $5.
Lxx: I certainly hope that wasn’t the reason, titles like the ported-from-iOS ‘Flight Control’ would be as ‘small’ as the earlier Puppy Games, if not more so.
Personally, I’m prepared to (and already do) drop up to $10 on new indie titles even sans demo, assuming it came from a company I had felt released solid content in the past and as long as it sounds & looks interesting from the feature list/screenshots.
I’m also happier to have smaller, lighter games at lower prices too. Playing around with fun mechanics in a very finite way is extremely appealing given how little free time I have these days.
Mainly interested in the Linux support.
In the case of Puppy Games, I would definitively buy any game for $1, but I think the “Pay what you want” approach is much better. That would remove the idea of selling yourself short, or that your games “are cheap games” in the bad way. Still, at $1 per game, it would be awesome to start giving it away to friends as a gift 😀
If there’s a video available and i like it, sure.
Starting at about 5 bucks, i’d try to find review first.
At 9 Bucks and higher, i’d rather try a demo first, unless it’s a genre i really like.
Yes, i would buy them for just one dolar. But i always appreciate demos. Sometimes they are even necessary.
On a side note, I strongly believe that you guys would have made many more sales of Revenge of the Titans if you had priced the game at $9.99 rather than $14.99.
More sales perhaps but mostly likely no more money.
Yes. A dollar is worth gambling for a good game experience, my iPod has taught me that.
If the description was appealing and the screenshots looked good then yes, I would take the gamble.
Hey Cas,
What are the changes to Droid Assault going to be? The anticipation is killing me. 🙂
Well… it’s mostly cosmetic, it has to be said: we’ve made it so the window is freely resizeable now (finally! It’s only taken 10 years!), and revamped the UI somewhat so that it all works nicely in “widescreen” as it were. I’ve also been fiddling with balance and tuning – there are now less transfer points to go around, it takes longer to transfer to bigger bots, you can no longer simply cycle through your droids but instead have to beam to them directly using the transfer beam, and there are somewhat less robots in a level (down to 32 from a max of 48). The droids themselves have generally longer scanner ranges, and the captured droids have doubled scanner ranges, making them somewhat more useful than before. Also the distribution of droids is now slightly skewed further towards the weedier end on any given level, with just a very few awesome bots to worry about or capture. And the bigger droids also have a lot more hitpoints than before. This makes them harder to destroy but this works out both ways as they last longer when captured and you yourself can take more damage.
The changes have brought about a somewhat more “tactical” feel to the game, which is marginally less hectic than it was. Still trying to figure out what else we can tweak to make it a bit of a better game that doesn’t involve loads of work.
can’t wait to play it. my personal favorite game despite the unpolished-ness. i will say the upper 80 to 90 levels are insanely stupid. the only way to survive is to quickly cycle through your bots. i never did like the cycle through, mainly because it was so random and it could take forever to get around to the bot you wanted. and so how will this ‘direct beam only’ method work on levels with multiple rooms? when say, a captured bot starts a level off screen in a section by itself?
It now requires a certain amount of forethough as to which bot you want to take along in certain situations and locations, as it’s no longer a case of just cycling through each one until you get the one you want. This might sound sucky, but along with the slightly less frenetic nature of the game (due to less robots) it feels a lot more together and strategic.
I’ve just added RED ALERT too – get the score multiplier to x10 and red alert goes off – a load of battledroids beam in all over the level 🙂
Being able to shoot over obstacles if you’re standing next to them provides a surprising amount of extra fun too. This is really shaping up nicely.
I wonder what else we could do to the game.
sounds cool. what else could you do? i always wanted to see a weapon you hold down to charge. the longer you hold it down the more powerful the gun, lazer, missile or what have you. a repair droid to recharge failing bots. a teleporting bot that can beam itself short distances. some kinda slow motion power up where captured bots move faster than enemies, so you could capture over an entire room before they have time to fire on you. a powerful magnetic bot that pushes everything against the walls. what about a huge tank bot with force field or armor that’s strengthens when advancing towards enemy fire and weakens when retreating. secondary weapons would be awesome, ones that were more defense oriented. i could just keep going on for ever. i know i’ve drifted far from subtle changes to droid assault. but i’m also excited about your next project, and there’s a lot of potential for awesome there.
Sounds great! Thx Cas. Cannot wait to try out the new version.
I have to say no because even 1 dollar / 1 euro is money and throwing away money to something I don’t like, won’t play or otherwise won’t find nice isn’t worth even the 1 euro.
I would first wait for video review of the game and see how it really plays (trailers never ever tell the truth because they are meant to be pretty) and if I get interested based on the video review I’d happily buy the game because it’s so low price.
But without screenshots, videos or demo, I wouldn’t. Putting 1 euro to a game is an investment and I want to invest it to something I want to own.
What makes me instabuy an indie (by order of importance):
– a good pitch and/or an original gameplay or ones that make my oldgames-nostalgia string vibrate
– art direction (no high-end visual technology needed) AND its execution ingame
– a video or a demo showing the 2 points above
– the price
– a living devblog, open ear toward the community and a will to pursue the evolution of the game
Bring a big game with a big replay value or online component and you just have to seduce me with the 2 or 3 first points
Bring a smaller game than above and you just have to seduce me with the 4 first points
The fifth point may help convince me if the game genre isn’t my cup of tea or if the game is too close from alpha
Lets put names for examples :
Minecraft, instabuy
Terraria, instabuy
Frozen Synapse, instabuy
Solar 2, instabuy
Quadsmash, instabuy
Steel Storm, instabuy
Proun, hesitation (not enough replay value for me but impressive execution)
Infested Planet, hesitation (not very at ease with the genre but relly want it)
Overgrowth (not enough playable content yet, but very impressive execution)
Inside a starfilled sky (long hesitation but bought after all)
Droid Assault (urgent need of real fullscreen and widescreen support then I’ll buy)
ROTT (instabuy through Humble Indie Bundle)
Forgot to things :
Project Zomboid, instabuy (for its promises and dramatic fate)
It’s very motivating if the game can be redeemable later (or initially available) through platforms like Desura or Steam.
I would search a video on youtube, then maybe grab it.
With a demo instead, I’d play that and then grab the game even for more.
a $1 price tag for an indie pc game can do more harm than good. With that price would be better to choose a pay what you want method instead
Well yeah without a doubt since I adore puppy games
Revenge of the Titans on my ASUS Eee Transformer Pad would be amazing.
I may just be weird or particularly well off but I find demos to be such a timewaste (in terms of DL time) that I usually just buy the full game.
This doesn’t generally apply for games at the £29.99 price tag but for games in the 1-£15 range that tweak my interest I’ll happily take a punt on.
I’m an indy game dev too so my appreciation for people buying games helps too.