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yay! I had mentioned in the survey that I wanted to see how their "experiment" had fared, but it would've been nice to see how well the game sold pre-birthday sale.

I'm reading the "Other" section for why people chose their amount to donate.

There was a couple that I thought was interesting: "to support Linux games" "iPhone apps are 99 cents" "it's what was left in my PayPal account" and "I plan to more later if I like it/runs on my computer"

I wonder how many of those who planned to donate more later actually did.




It's really pity that people nowadays consider that there are "blockbuster" games, to pay 50-60 dollars for, and "cheap games", to pay for a cup of coffee price.

Originally, the term "indie" was just this, independent developers, without a publisher, and most likely people working on new concepts, interesting ideas that you can't do on the mainstream game industry.

Unfortunately, marketers are now abusing the "indie" label, for any "little game". And thanks to that, "indie" is now slipping to "cheap". So if a game is not the latest "Gears of Halo 2010", most of people will say it's only worth a few dollars.

That's sad.


Someone noted that there were 2 devs plus a few hires for porting. That versus the millions of USD spent on blockbuster games ... $20 might be high compared to the production costs?

Incidentally your $50 games are usually £50 GBP here.




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