Is 4.99 a reasonable price for an RPG Maker game?

C64_Mat

System Masters
Veteran
Joined
Apr 3, 2021
Messages
90
Reaction score
76
First Language
English
Primarily Uses
RMMV
I second the last two posts here wholeheartedly.

Your best bet would be to clean up what you have, and build a demo around the story and gameplay loop that's representative of what we can expect in the full game. Release that for free, and work on things based on feedback.

Maybe your maps are excellent, but you're just a perfectionist? We'll never know for sure unless we can see and play them :hwink:
 

Drake616

Veteran
Veteran
Joined
Oct 8, 2020
Messages
36
Reaction score
8
First Language
English
Primarily Uses
RMMZ
Depends, I usually think of it as a Hours of Gameplay + Amount of Effort put in the Assets/Mechanics = Fair Price. There's no good answer beyond how much you are comfortable with.
 

The Stranger

The Faceless Friend
Veteran
Joined
Sep 14, 2012
Messages
3,604
Reaction score
24,055
First Language
British English
Primarily Uses
RMMV
Unfortunately, the maps aren't very good mostly consisting of generated dungeons with various objects thrown in and some but very few of the pre-loaded maps.
If you know your work isn't very good, then why would you ask complete strangers to hand over money for it?

Maybe release a demo here so people can offer you feedback.

As for a reasonable price, I'd say that what you're asking for is too much for what you've described. Maybe I'm wrong, though, and the things you've described as bad are actually good. I have no clue, I haven't seen them. That description doesn't fill me with confidence in what you're selling, though.

People will pay whatever they personally feel is reasonable for a game; I know this is a none answer, but it is what it is. There are some out there who seem to hate paying anything for games, only buying things when they're so greatly reduced in price that they're paying pennies. Others might buy things at full price, regardless of the cost, and think it was money well spent.

What would you pay for your game?
 

Lornsteyn

Sleepy Dragon
Veteran
Joined
Nov 15, 2013
Messages
388
Reaction score
489
First Language
German
Primarily Uses
RMMZ
A RPG Maker game with custom assets (of course depending on the quality) is at least worth 20.
Im a enemy of commercial RTP games, but depending how much work and love got into it, 5 is a reasonable price.
 

Tamina

Veteran
Veteran
Joined
Dec 22, 2019
Messages
132
Reaction score
66
First Language
English
Primarily Uses
RMMV
IMO $4.99 is a little bit too low.

$5-10 is a reasonable price for a RTP RPG game with 10-20 hours of content to me. If the writing and gameplay is good of course.

If your RM game has good(bolded for importance) custom art and music then $15-20 is a reasonable price, IMO.

A game that uses custom art for the sake of having custom art doesn't always add more market value in my eyes. Custom art needs good consistency, design and color palette to look good. Which is quite tough to do without a senior artist on a team, honestly.

If a game doesn't look good then personally, I wouldn't play it unless the gameplay or story is truly amazing. Or unless the game has some kind of unique, thought provoking personal statement. ;)

As a paying customer I don't judge a game's market value with "effort". I only judge the final product as it is. So it doesn't matter if a developer spent 500 hours on custom art. If it's not done well then it doesn't add more value to the final product, unfortunately. :)

I think 4.99 is too low for a game, you may want to price your game slightly above average price of similar games. This is because there will be paying customers for every price range. If your price range is slightly above average, you still get more money from players willing to pay a bit higher. Then you can slowly reach "I only pay $2 for my game" groups with steam sales over the years.

However, I think if your price range is WAY above average price range, then there is a risk of high refund rate if your first 2 hour of the game isn't good. I've heard horror stories of indie developers getting close to 50% refund rate because their price was absurdly high.

Definitely do more market research, that will make it easier to make the pricing decision. :)
 
Last edited:

Iron_Brew

Veteran
Veteran
Joined
Nov 19, 2021
Messages
53
Reaction score
89
First Language
English
Primarily Uses
RMMV
Can we see the game? :D

I feel like there's no hard-and-fast rule anyone can use to apply a recommendation on price point without seeing what the product looks like!
 

ShiraCheshire

Veteran
Veteran
Joined
Jan 8, 2020
Messages
47
Reaction score
43
First Language
English
Primarily Uses
RMMV
Side note: If you decide not to put a price tag on, you could post to itch.io with the option where it's free but people can choose to give you money anyway. That way you still have a chance of making a few dollars here and there, if it's good.
 

EVXA

Veteran
Veteran
Joined
Aug 20, 2020
Messages
35
Reaction score
1
First Language
English
Primarily Uses
RMVXA
I've priced my game for 15$ & yes it used default assets.
Such prices should be reflected for acceptable conditions.

0.The following are personal guidelines I'd think add value.
1.Time & Effort, a game that has been 0n works for 2+ years.
^1a. Not on & off but directly with the intention of being sold.
2.Content while default delivers a unique gameplay of sorts.
^2a. Semi-custom battle system/just interesting mechanics.
3.Projects go beyond Default & show community assets too.
^3a, my game is almost all Community Based & my own Edits.
4.It Won't need compelling story, a fleshed out world will do.
^4a. Vice-versa is also true but assets hold it back much more.
^4b.Fleshed out world means custom edits+lots of map detail.
^4c.Parrallexing Maps would be the best option/but time sink.
5.Content is king, if your going to have a road map for beta.
^5a.or Dlcs/other updates that will add endless value to game.
^5b.Even planned sequels or prequels will give reassurances.
^5c.Players want to know you'll be there focused on content.
6.Defined Editions where you can remaster it in a year or two.
^6a.This normally pertains starting as a Solo/Small Dev Team.
^6b.Then hiring/enhancing the game as it gains enough sales.

Money & time alongside goals/expectations & real-time reality
are all factors that play a role in if not a game is even worth the
commercial effort put into it, it's a passion project more or less.

Even as a first game by taking all I have learned over 2 Years+.
Believe enough value is within the game at a quality standard
that has naturally evolved during development that provides a
reasonable notion that any shortcomings are all made up for.

While the above is just my opinion I think anyone with this
mindset will have gained self respect even if their game's
not ending up selling enough to self sustain it's existence.

Be proud I as I will be & give it your all, expect to fail, hope
to POPOFF & BE BIG, all this is natural in perusing a dream.

Check out Gears of Phantasm:Tailored Destiny(ACTI)STEAM.
 

Latest Threads

Latest Profile Posts

I'm new to rpgmaker mv, link me some good stuff to learn.
Finally, I have graduated from college and now I can put a lot more work into my game, after having not worked on it for the better part of a year.
post so i can change my profile picture ^^
Creating Some art for a fighter game.

Finally was able to record the rest of the game demo! I added some edits here and there, this is why it takes me so long to do stuff cuz I find a problem and have to fix it asap. x.x
Game: https://dj990j.itch.io/region-of-mythos

Forum statistics

Threads
117,062
Messages
1,104,208
Members
153,026
Latest member
sleezyretro
Top