Price poll


The issue of pricing is very important for us and very complex at the same time.

The closer the release is, the more our team thinks about the price of the game.

The amount of content of the game leads to problems not only at the development stage - but also in setting the price for the game.

Most otome games cost $5 - $10 and players are used to this price, but the volume of such games is significantly (3 times or so) less than ours.

And also the sales of the first routes will directly affect the content and speed of the next ones.

No matter how much we love Degraman and work, we still need to eat.

But we are also afraid that the players will simply not understand why the game costs so much.

And we again appeal to you, our players.

In general, we want to ask you something. Imagine that you've seen our trailer - https://youtu.be/EhGTp6XpH90, seen the description of the game, found out that the game will have 3 routes, 20+ hours of gameplay, 80 CGs, 50+ BGs.

How much would you be willing to pay for such a game?

Take the following anonymous survey plz. Only we will see its results.

----> https://forms.gle/bBEDKnw4ZUs5wZ2Q6 <----

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P.S. The special question: How do you evaluate whether the price of the otome game is fair? By the number of routes, hours of play, <wtf>CGs</wtf>, reviews, letsplays, or something else?

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Comments

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(+3)

I’d say 20$ is what I’d put as the price tag of such a ”lengthy” VN. Personally I’d pay any price for the right game.. however, realistically speaking, 20$ is what fans’d pay, methinks.  ❤️

(+1)

Thank you!

(+1)

Not to disregard statistics because they do matter to some extent (particularly hours of play, more importantly hours / word count per route), but above all else for me by far my values are the quality of the writing and whether or not there is at least one character ticking a lot of very, very specific boxes for me. Massive bonus points for features such as His Point Of View scenes/events/recaps (DLC?), and the extent of customisation for the personality dynamics and behaviour of the protagonist to influence events to play out in ways that most media would typically never go down the path of. For example, avoiding silly conflicts, or having matching personalities instead of opposites attract or other types of clashing, and especially having combinations of 'unusual' personalities and how these uniquely influence interactions. In fact, having choices offer options to speak through actions rather than words is one of the most effective possible interactions to me, especially if there are multiple actions. Even saying and doing nothing whatsoever is brilliant, just to see character reactions, especially if this is more effective with some characters than others. This game's visual protagonist customisation options also tie into this. These factors are rare and valuable to me, so I would be much more likely to pursue these aspects even if the game was to lean more towards being comparably short and sweet. There are one or two certain studios whose writing style, character designs, character personality and relatively few but extremely effective CGs have me absolutely running to them and actually make me wish they would charge higher prices because they deserve it despite the short hours of play per game, their content is that amazing to me. (Especially because it's extremely rare for me to have any interest in more than one character's route in an otome, so that is absolutely astounding on top of the quality.)

On that note, hours of play should probably not be forcibly elongated if it isn't a natural fit. As I'm sure we're all aware, that just becomes a slog for developers and players alike. In a similar vein, I would much rather have multiple routes (a la 'stay' and 'non-stay' routes in Alice in the Country of Hearts to co-inhabit or visit a character) for a handful of high quality characters as opposed to being swarmed by an onslaught of orbiters I can't abide. Of course this also shouldn't be forced. (I have yet to find time / work up the courage to try this game's demo so have been lurking all this time simply observing the development logs, but I'm sure these characters are perfectly bearable, and it's always good to give players options. Admittedly, using many character roster slots to get the vanilla usual suspects out of the way ultimately gives a better chance of me liking one of them if developers eventually hit that point of "Well, what kind of guys are left? Throw everything at the wall.") Also thank you for offering the option to have playthroughs without being forced to latch onto anyone. This is generally ideal and especially useful here in waiting it out for a route you actually want. When it reaches that point, I'd be even more willing to pay higher for what I actually want.

Apologies for the wall of text and congrats on reaching this point. From the development logs alone I can see the effort you're putting in, hang in there. Above all else, absolutely charge a higher price than that. From what I can tell you have definitely earned and deserve more.

Thank you so much for not just a number, but the flow of your argumentation. This is extremely useful for us!

This kind of support is very important for us. We are on the finish line and level of excitement increases rapidly :3

(+1)

I'd happily pay $25-35 for a long vn with this many characters in the future. Cant wait!!

Thanks! Your estimation inspires confidence! :3

(+2)

Heck I've replayed the demo like 10 times already. Wallet wise I can pay $20 tops maybe $30 but that's a stretch.

If money wasn't an inhibitor for me because of the routes ,hours and eye candy I'd say $50.

Visually anything over $20 usually has me running for the hills and looking in the other direction.

I don't usually spend money on games.

I found you through Google play. Your picture drew me in and the intrigue of the story wouldn't let me go so here I am 6 months having gone by excited to see each and every update. 

Yay! We're happy that inspired you so much, that you are ready to pay, even that much :3

(+6)

For me, the amount of content and whether the games looks like something I will want to play over and over again always determines how much I'm willing to pay. There's been a lot of ~AAA~ games that cost $60+ but have main campaigns that are done in 30 hours or less if you rush, so I never pay full price for them anymore.  Otome games with branching choices have a greater amount of replayability and the amount of content is always worth paying more for. Plus, you're supporting indie developers who put out far more creative content than bigger studios these days. This is a very long way of saying, based on the trailer and the sheer volume of content that you're putting in, I'd pay whatever you want!

Yay! The last sentence is just music to our ears :3