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Sure, when I was a kid, I had very little money, but lots of time. Back then, how many hours I could "get out" of a game was a relevant factor, because each purchase was a major expense, and the game had to last for as long as I needed to save money for the next one. But those times are decades in the past. Nowadays, money is not a problem, but my spare time is limited. So to get the most out of my games, I want to have a quality experience - and if a game provides that (which Botany Manor did), I don't mind paying good money for it. Who cares if they are short? For people with less time, it can actually be a benefit if a game can be fully experienced in a day or two, rather than having to spread it out over several sessions that may be weeks apart. And if I want more, I can always buy another game - there's hardly a shortage of new games.
If you skip good games just because they aren't killing enough time for your taste, you're missing out on a lot of great experiences.
That said, I do believe that the game would have sold better on Steam with a lower price point. I think the game is good enough that it could have had a snowball effect - starting with good initial sales, then the Steam algorithm would have recommended it more, then it would have sold more, and so on. The $25 price tag is too high to create the initial sales spike that would have been necessary for that strategy, though. That strategy works best with prices in the "impulse buy" range, and for most people, $25 does not fall in there.
However, I also think that the devs are getting most of their money from GamePass anyway. Given that GamePass probably gave them the security of a safe income, setting a high MSRP does make sense. It effectively treats the income from Steam as a bonus, and it leaves room for discounts down the line. With a list price of (say) $12, the chance for the aforementioned feedback loop would have been higher - but if that feedback loop did not come to pass, this "bonus income" would have been considerably lower.
I can't peek into the developers' heads, obviously, but I can see good reasons for setting the game's price the way it has been. Whether a quality experience is worth the money for you, is for you to decide. Of course, you can also just wishlist the game and wait for a sale.
If they drop the price by half then there's no guarantee of twice the buyers, and this will be in a sale in the future (like pretty much every other game) so it's better to get a higher price now from those willing to pay it imo.
I enjoyed the game, but played it on GamePass. (I would have had to wait for a substantial sale to get it on Steam!) It was a nice-looking, relaxing game with only a couple of minor irritations like backtracking to reread some clues.
See The Witness: we might get an easy puzzle or two, but then there's complications that challenge what do to next. Why is this tree missing a branch I need? Why is this display malfunctioning? Here there are none of those connections: Data table A is connected to data table B, so one hit tells you which row of A to read, which then takes you to the right row of B, which then solves the puzzle.
So it's not a matter of just the total number of hours: but how few minutes involve thinking and trying things, as opposed to just checking the map to see where X room was, as that's where the data table we need is.