I really like your assets, but there is one thing I absolutely don't understand.
Why are your GUI assets with different themes split into multiple buyable assets? Isn't it more customer-friendly to bundle specific themes into a single asset, instead of forcing the customer to buy all of those GUI assets with different themes, although the customer only wanted to use one full GUI set from a specific theme? When I want to use all of the space themed assets, why am I forced to buy the stone or military assets?
Often times the asset bundles are bloated up with things, that makes the whole asset bundle just more pricier without getting any extra benefits from it for example a single sword or armor icon.
Also, when buying all of your GUI assets, the customer gets specific assets multiple times e.g. a checkbox or a single 9-slice frame, which is completely unneccessary.
I know that this could be an intentionally calculated strategy for maximizing the revenue, but for me this makes buying all of your GUI assets extremely inefficient.
This is just a feedback from me and the main reason you didn't win me as a new customer.
There are multiple layer sto the question so let me answer: First most asset packs are structured like this because a lot of people buy assets for prototyping and they usually want to test different things. So for most assetpacks it makes sense to cover a wider area of usability, especially if the packs are meant as a basic prototyping resource. This pack promises that you can prototype a pixelart options menus with it. Which options menu will it be? I simply don't know as an asset producer. I don't know if you make a sci-fi, a fantasy or a modern game or anything inbetween, but you can do anything with this assetpack. You even could use it for multiple games and use a different set for each game and only buy it once.
The basic set also contains a ton of assets and you can build an options menu with it. so I'd say it's customer friendly that I offer a basic pack, with basic options and an advanced pack, which offers even more highly advanced solutions for a problem.
On the second part that you say it is "pricier" - which is mostly about economical concerns. This seems to come from the thinking that if an assetpack is a collection of specific prices of assets in it. It should cost less if it contains less. This thinking works if you are buying pieces on a per item base, not if you are buying a pack which solves a very specific problem for an asking price. A way more realistic way to think about this is, if the purchasing price for an assetpack gains you more value than if you'd commission this problem out to someone. The answer for this is highly individual and if my model doesn't suit your business it's ok.
Thanks for your quick reply, but I still don't think that the way you argue fits the reality for most indie game devs. Usually people don't invest so much money just to prototype a single options menu. Seriously, which gamedev invests 25€ just to prototype an options menu for potentially 4 different themed games? If you look at gamedevs like Luca Galante, the developer of Vampire Survivors, then he didn't use your assets just to prototype a game, did he? Even if a gamedev wants to prototype just an options menu, in this case it is 99% of all the time just for learning purposes, where the technical functional programming aspect is much more important, then the actual design. Almost every game engine delivers a basic UI kit, whether it is a slider or a button.
But this is not important as I don't want to start an argue with you, whether your assets are mainly used for prototyping or not. I don't know if this is the use-case for all of your customers. However, I am still very much convinced, that it is way better and customer-friendly to pack all of your 4 GUI themes into separate single bundles, in which a customer can then freely choose a full set of a specific themed bundle to build his game.
Just an example:
Let's say I want to make a medieval game and I am looking for a really nice stone GUI. Now here is the problem of your stone GUI:
1) My fictional game has an options menu, so I need to buy "Option Menu Designer Kit" for 25$, where 75% of all the assets included I don't need, because I just need the stone GUI.
2) My fictional game also has an inventory, so I need to buy "Pixel Art - Inventory Designer Kit" for another 40$, where 75% of all the assets included I don't need, because I just need the stone GUI.
3) My fictional game uses skill bars, so I need to buy "Pixel Art - HUD Designer Kit" for another 15$, where 75% of all the assets included I don't need, because I just need the stone GUI.
So in conclusion, I need to invest 80$ to buy three different asset bundles just to get a full stone GUI for my fictional game. As I already said this is inefficient and unneccessary, where I could instead buy something like a "Pixel Art - Designer Kit Stone Theme" for 40$ instead, which is much more attractive for me to buy and you would have won me over as a new customer.
Sure, a commision is still more expensive than spending 80$, but at least the assets are owned by the gamedev's company and your game stands out. So the higher price of a commision is not really an argument, because a gamedev pays for more than just the assets.
This is just my individual feedback coming from a gamedev, not an asset publisher. :)
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Hi Thomas,
I really like your assets, but there is one thing I absolutely don't understand.
Why are your GUI assets with different themes split into multiple buyable assets? Isn't it more customer-friendly to bundle specific themes into a single asset, instead of forcing the customer to buy all of those GUI assets with different themes, although the customer only wanted to use one full GUI set from a specific theme? When I want to use all of the space themed assets, why am I forced to buy the stone or military assets?
Often times the asset bundles are bloated up with things, that makes the whole asset bundle just more pricier without getting any extra benefits from it for example a single sword or armor icon.
Also, when buying all of your GUI assets, the customer gets specific assets multiple times e.g. a checkbox or a single 9-slice frame, which is completely unneccessary.
I know that this could be an intentionally calculated strategy for maximizing the revenue, but for me this makes buying all of your GUI assets extremely inefficient.
This is just a feedback from me and the main reason you didn't win me as a new customer.
Best regards.
There are multiple layer sto the question so let me answer:
First most asset packs are structured like this because a lot of people buy assets for prototyping and they usually want to test different things.
So for most assetpacks it makes sense to cover a wider area of usability, especially if the packs are meant as a basic prototyping resource.
This pack promises that you can prototype a pixelart options menus with it.
Which options menu will it be? I simply don't know as an asset producer. I don't know if you make a sci-fi, a fantasy or a modern game or anything inbetween, but you can do anything with this assetpack. You even could use it for multiple games and use a different set for each game and only buy it once.
The basic set also contains a ton of assets and you can build an options menu with it. so I'd say it's customer friendly that I offer a basic pack, with basic options and an advanced pack, which offers even more highly advanced solutions for a problem.
On the second part that you say it is "pricier" - which is mostly about economical concerns. This seems to come from the thinking that if an assetpack is a collection of specific prices of assets in it. It should cost less if it contains less. This thinking works if you are buying pieces on a per item base, not if you are buying a pack which solves a very specific problem for an asking price.
A way more realistic way to think about this is, if the purchasing price for an assetpack gains you more value than if you'd commission this problem out to someone. The answer for this is highly individual and if my model doesn't suit your business it's ok.
Thanks for your quick reply, but I still don't think that the way you argue fits the reality for most indie game devs. Usually people don't invest so much money just to prototype a single options menu. Seriously, which gamedev invests 25€ just to prototype an options menu for potentially 4 different themed games? If you look at gamedevs like Luca Galante, the developer of Vampire Survivors, then he didn't use your assets just to prototype a game, did he? Even if a gamedev wants to prototype just an options menu, in this case it is 99% of all the time just for learning purposes, where the technical functional programming aspect is much more important, then the actual design. Almost every game engine delivers a basic UI kit, whether it is a slider or a button.
But this is not important as I don't want to start an argue with you, whether your assets are mainly used for prototyping or not. I don't know if this is the use-case for all of your customers. However, I am still very much convinced, that it is way better and customer-friendly to pack all of your 4 GUI themes into separate single bundles, in which a customer can then freely choose a full set of a specific themed bundle to build his game.
Just an example:
Let's say I want to make a medieval game and I am looking for a really nice stone GUI. Now here is the problem of your stone GUI:
1) My fictional game has an options menu, so I need to buy "Option Menu Designer Kit" for 25$, where 75% of all the assets included I don't need, because I just need the stone GUI.
2) My fictional game also has an inventory, so I need to buy "Pixel Art - Inventory Designer Kit" for another 40$, where 75% of all the assets included I don't need, because I just need the stone GUI.
3) My fictional game uses skill bars, so I need to buy "Pixel Art - HUD Designer Kit" for another 15$, where 75% of all the assets included I don't need, because I just need the stone GUI.
So in conclusion, I need to invest 80$ to buy three different asset bundles just to get a full stone GUI for my fictional game. As I already said this is inefficient and unneccessary, where I could instead buy something like a "Pixel Art - Designer Kit Stone Theme" for 40$ instead, which is much more attractive for me to buy and you would have won me over as a new customer.
Sure, a commision is still more expensive than spending 80$, but at least the assets are owned by the gamedev's company and your game stands out. So the higher price of a commision is not really an argument, because a gamedev pays for more than just the assets.
This is just my individual feedback coming from a gamedev, not an asset publisher. :)