@AmandaB
As someone mentioned above, I’m going to be releasing a commercial game coming up.
I’ve worked on my storefront:
and I have versions that will work on all major systems (apps for windows and linux, html/local storage for mac, gblorb for us with Fabularium and Frotz for mobile).
I’m going to charge $7.50 for the app versions and $5.00 for the bare gblorb.
I might make a trailer if I have time; I made a ‘game’ trailer earlier and my real trailer would just be a playthrough of that but recorded and maybe some music added.
I plan on advertising on the r/interactivefiction subreddit and maybe choiceofgames and tumblr, and whichever nostalgia game subreddits accept promotion posts.
I don’t plan on advertising to forum-goers here, as a) anyone I know I’d be happy to give a free copy, and b) for forum-goers there’s not much valuable in the commercial version. The only benefits it has compared to the stripped-down version (which I will update) are hyperlinks and images and the convenience of an app, none of which really matter when it comes to what most forum-goers like.
I think there’s a very good chance I got only 1 purchase total (maybe 25% chance?) and a 90% chance I get less than $100 total. This is more of a testrun; I’d like to work up to releasing on Steam and possibly iOS and android (with native apps) but I want to try a smaller market first.
So whatever you’re studying, you can study it ‘live’. Fortunately I have very low expectations; my hope is when I release on Steam I can make about $1000. I have that hope because one parser author on Steam told me he barely made back the cost of his art and trailer and that he spent $1000 on it, and on the gamedev subreddit people who complain about being utter failures often say they only made $1000. So, games with bad advertising or other undesirable factors can make $1000, so why couldn’t I? But itch is the test run, mainly because many people who could give me help or advice said they wouldn’t even bother if I hadn’t tried itch first.
Edit: More specifically, most people who I sought advice from would only give advice for optimizing income from a game, and were unable to give advice for a non-optimized game as described above.
Editedit: By the way, I don’t predict sales will be low because the game is bad; I’m trying the app version right now and it’s actually very fun and convenient with its autosaving. I just don’t know anyone who’s actually made money off of Itch.