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DAMN! I saw "mobile" and I was like "oh I would LOVE this on my tablet!" but it's a galaxy note. :( It's less a price thing though and more me just preferring how my tablet feels to play puzzle games.
I'm sorry about the price points on mobile though, it really makes games seem so undervalued there. I've also noticed that phenomenon, and appreciate your upfront answer about it.
Couldn't play 2 better games over the holidays tbh.
^ you hit the nail on the head, OP.
It's a lose lose situation for devs when it comes to satisfying players lol
So to release simultaneously on PC and mobile, there aren't any great options for the developer. If you keep the cost the same regardless, you're either losing the mobile market, or taking a dive on the PC market. If you price them based on the market (Like here), then consumers feel cheated by the PC pricing. So it all kind of sucks to deal with.
I've always liked the idea of initially releasing on PC, wait for sales to drop off, drop the price through Steam sales and events, and when you can reasonably lower the price to something competitive on mobile, release on mobile. You could get an additional spike in release sales too, assuming the game does well initially.
But I won't pretend to know much about the marketing strategies. I just make games. lol
For example, Aragami priced 19.99