Re: The oddity of "Reverse Sales"
While I wouldn't like doing anything like this myself, I do suppose a reverse sale/price hike does make sense if the project has substantially grown beyond what it was when it first started being sold. I have seen mainstream games do that sor
Re: The oddity of "Reverse Sales"
There are a number of interesting business models that have cropped up over the past few years, Pay What You Want, Micro Transactions, DLC, etc. Pay What You Want seems like a fair model to go by, but I haven't see many sales statistics to t
Re: The oddity of "Reverse Sales"
Well it depends what is offered and how much I am willing to pay.I usually go for funding maybe the 55 dollar range it all depends what perk I get and how silly I feel on perks before they go way outside what I want, etc.If a game is good enough
Re: The oddity of "Reverse Sales"
This kind of strategy is now quite popular thanks to things like Steam Early access (for those unaware it's basically a section of Steam where developers put up pre-release, alpha/beta games for purchase). Quite often these games cost
Re: The oddity of "Reverse Sales"
Well I could see a situation where this would be needed. Say a developer didn't think a game would do too well and so sold a version four 1 usd with 5 levels. Then however, everyone liked the game, so the developer decided to write five additio
The oddity of "Reverse Sales"
Interestingly itch.io has just implemented the ability for developers to hold "Reverse Sales", essentially increasing the price of a product temporarily instead of a traditional discount. Its unusual to say the least, but I'm curious what